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authorBrian Paul <[email protected]>2002-03-16 18:02:07 +0000
committerBrian Paul <[email protected]>2002-03-16 18:02:07 +0000
commit31f12f504e61cb2ad65b8890a68eb7154edcb64b (patch)
treeb053c091613eabf44359e7dfa4e542f3bc1ebaae /src/mesa/swrast/s_triangle.c
parentbc6b60c4ff81c4d677251e4c7262c0df26cda6a6 (diff)
New mipmap lambda calculation. Previously, trilinear filtering could
result in _very_ blurry textures. Still need to do some optimization of the new code in s_span.c
Diffstat (limited to 'src/mesa/swrast/s_triangle.c')
-rw-r--r--src/mesa/swrast/s_triangle.c71
1 files changed, 15 insertions, 56 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c
index 9bdc2035242..17775526174 100644
--- a/src/mesa/swrast/s_triangle.c
+++ b/src/mesa/swrast/s_triangle.c
@@ -1,4 +1,4 @@
-/* $Id: s_triangle.c,v 1.54 2002/02/02 17:24:11 brianp Exp $ */
+/* $Id: s_triangle.c,v 1.55 2002/03/16 18:02:08 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -722,13 +722,13 @@ fast_persp_span(GLcontext *ctx, struct sw_span *span,
GLfloat tex_coord[3], tex_step[3];
GLchan *dest = span->color.rgba[0];
- tex_coord[0] = span->tex[0][0] * (info->smask + 1),
- tex_step[0] = span->texStep[0][0] * (info->smask + 1);
- tex_coord[1] = span->tex[0][1] * (info->tmask + 1),
- tex_step[1] = span->texStep[0][1] * (info->tmask + 1);
+ tex_coord[0] = span->tex[0][0] * (info->smask + 1);
+ tex_step[0] = span->texStepX[0][0] * (info->smask + 1);
+ tex_coord[1] = span->tex[0][1] * (info->tmask + 1);
+ tex_step[1] = span->texStepX[0][1] * (info->tmask + 1);
/* span->tex[0][2] only if 3D-texturing, here only 2D */
- tex_coord[2] = span->tex[0][3],
- tex_step[2] = span->texStep[0][3];
+ tex_coord[2] = span->tex[0][3];
+ tex_step[2] = span->texStepX[0][3];
switch (info->filter) {
case GL_NEAREST:
@@ -935,43 +935,15 @@ static void general_textured_triangle( GLcontext *ctx,
/*
- * Render a smooth-shaded, textured, RGBA triangle.
- * Interpolate S,T,R with perspective correction and compute lambda for
- * each fragment. Lambda is used to determine whether to use the
- * minification or magnification filter. If minification and using
- * mipmaps, lambda is also used to select the texture level of detail.
- */
-static void lambda_textured_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
-#define INTERP_Z 1
-#define INTERP_FOG 1
-#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE
-#define INTERP_RGB 1
-#define INTERP_SPEC 1
-#define INTERP_ALPHA 1
-#define INTERP_TEX 1
-#define INTERP_LAMBDA 1
-
-#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span, GL_POLYGON);
-
-#include "s_tritemp.h"
-}
-
-
-/*
* This is the big one!
- * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates
- * with lambda (LOD).
+ * Interpolate Z, RGB, Alpha, specular, fog, and N sets of texture coordinates.
* Yup, it's slow.
*/
static void
-lambda_multitextured_triangle( GLcontext *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
+multitextured_triangle( GLcontext *ctx,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2 )
{
#define INTERP_Z 1
@@ -981,7 +953,6 @@ lambda_multitextured_triangle( GLcontext *ctx,
#define INTERP_ALPHA 1
#define INTERP_SPEC 1
#define INTERP_MULTITEX 1
-#define INTERP_LAMBDA 1
#define RENDER_SPAN( span ) _mesa_write_texture_span(ctx, &span, GL_POLYGON);
@@ -1201,24 +1172,12 @@ _swrast_choose_triangle( GLcontext *ctx )
}
}
else {
- /* More complicated textures (mipmap, multi-tex, sep specular) */
- GLboolean needLambda;
- /* if mag filter != min filter we need to compute lambda */
- const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
- if (obj && obj->MinFilter != obj->MagFilter)
- needLambda = GL_TRUE;
- else
- needLambda = GL_FALSE;
+ /* general case textured triangles */
if (ctx->Texture._ReallyEnabled > TEXTURE0_ANY) {
- USE(lambda_multitextured_triangle);
+ USE(multitextured_triangle);
}
else {
- if (needLambda) {
- USE(lambda_textured_triangle);
- }
- else {
- USE(general_textured_triangle);
- }
+ USE(general_textured_triangle);
}
}
}