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authorRobert Ellison <[email protected]>2009-03-11 16:27:38 -0600
committerRobert Ellison <[email protected]>2009-03-11 21:19:45 -0600
commit6dceeb2eb804d708639d68a13a924d65f366458a (patch)
tree25baf111f173ea5288c3b092f204e8f4d6750b9b /src/mesa/main
parent548be3846db59ad43934a159c051b359db6e56db (diff)
i965: fix polygon face orientation when rendering to FBO
In the i965, the FBO coordinate system is inverted from the standard OpenGL/Mesa coordinate system; that means that the viewport and the polygon face orientation have to be inverted if rendering to a FBO. The viewport was already being handled correctly; but polygon face was not. This caused a conform failure when rendering to texture with two-sided lighting enabled. This fixes the problem in the i965 driver, and adds to the comment about the gl_framebuffer "Name" field so that this isn't a surprise to other driver writers.
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/mtypes.h10
1 files changed, 9 insertions, 1 deletions
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index f2058641911..9080c83da4e 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2236,7 +2236,15 @@ struct gl_renderbuffer_attachment
struct gl_framebuffer
{
_glthread_Mutex Mutex; /**< for thread safety */
- GLuint Name; /**< if zero, this is a window system framebuffer */
+ /**
+ * If zero, this is a window system framebuffer. If non-zero, this
+ * is a FBO framebuffer; note that for some devices (i.e. those with
+ * a natural pixel coordinate system for FBOs that differs from the
+ * OpenGL/Mesa coordinate system), this means that both the viewport
+ * and polygon face orientation will have to be inverted.
+ */
+ GLuint Name;
+
GLint RefCount;
GLboolean DeletePending;