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author | Brian Paul <brian.paul@tungstengraphics.com> | 2002-06-15 03:03:58 +0000 |
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committer | Brian Paul <brian.paul@tungstengraphics.com> | 2002-06-15 03:03:58 +0000 |
commit | bfa168e3fcaf8a77897507d41a3d8bab3c70e2b8 (patch) | |
tree | bb238039abe79ea7a3d3d5a20bdddc698a4999bc /docs | |
parent | 8afe7de8deaf3c9613fd68b344de8c52b02b1879 (diff) | |
download | external_mesa3d-bfa168e3fcaf8a77897507d41a3d8bab3c70e2b8.zip external_mesa3d-bfa168e3fcaf8a77897507d41a3d8bab3c70e2b8.tar.gz external_mesa3d-bfa168e3fcaf8a77897507d41a3d8bab3c70e2b8.tar.bz2 |
updated with 4.0.x -> 4.1 porting info
Diffstat (limited to 'docs')
-rw-r--r-- | docs/RELNOTES-4.1 | 85 |
1 files changed, 77 insertions, 8 deletions
diff --git a/docs/RELNOTES-4.1 b/docs/RELNOTES-4.1 index 432165a..c0512cf 100644 --- a/docs/RELNOTES-4.1 +++ b/docs/RELNOTES-4.1 @@ -57,10 +57,20 @@ GL_ARB_point_parameters This is basically the same as GL_EXT_point_parameters. +GL_ARB_texture_env_crossbar + + Allows any texture combine stage to reference any texture source unit. + GL_NV_point_sprite For rendering points as textured quads. Useful for particle effects. +GL_NV_texture_rectangle + + Allows one to use textures with sizes that are not powers of two. + Note that mipmapping and several texture wrap modes are not allowed. + + Device Driver Status -------------------- @@ -80,7 +90,7 @@ Wind River UGL implements OpenGL 1.3 Windows/Win32 implements OpenGL 1.3 DOS/DJGPP implements OpenGL 1.3 GGI needs updating -BeOS needs updating +BeOS needs updating (underway) Allegro needs updating D3D needs updating DOS needs updating @@ -115,19 +125,78 @@ to work as of 4/21/2002. Allow multiple points to be rendered into one sw_span. -Investigate the normal transformation bug when using non-uniform -scale matrices. +improve point/line rendering speed. _tnl_end() has flushing forced on. -improve point/line rendering speed. - readpixels from stencil/z should respect ctx->ReadBuffer glVertexAttrib*NV(index>15) should cause an error. -GL_ARB_texture_env_crossbar: Allows any texture combine stage to reference -any texture source unit +isosurf with vertex program exhibits some missing triangles (probably +when recycling the vertex buffer for long prims). + + + +Porting Info +------------ + +If you're porting a DRI or other driver from Mesa 4.0.x to Mesa 4.1 here +are some things to change: + +1. ctx->Texture._ReallyEnabled is obsolete. + + Since there are now 5 texture targets (1D, 2D, 3D, cube and rect) that + left room for only 6 units (6*5 < 32) in this field. + This field is being replaced by ctx->Texture._EnabledUnits which has one + bit per texture unit. If the bit k of _EnabledUnits is set, that means + ctx->Texture.Unit[k]._ReallyEnabled is non-zero. You'll have to look at + ctx->Texture.Unit[k]._ReallyEnabled to learn if the 1D, 2D, 3D, cube or + rect texture is enabled for unit k. + + This also means that the constants TEXTURE1_*, TEXTURE2_*, etc are + obsolete. + + The tokens TEXTURE0_* have been replaced as well (since there's no + significance to the "0" part: + + old token new token + TEXTURE0_1D TEXTURE_1D_BIT + TEXTURE0_2D TEXTURE_2D_BIT + TEXTURE0_3D TEXTURE_3D_BIT + TEXTURE0_CUBE TEXTURE_CUBE_BIT + <none> TEXTURE_RECT_BIT + + These tokens are only used for the ctx->Texture.Unit[i].Enabled and + ctx->Texture.Unit[i]._ReallyEnabled fields. Exactly 0 or 1 bit will + be set in _ReallyEnabled at any time! + + Q: "What's the purpose of Unit[i].Enabled vs Unit[i]._ReallyEnabled?" + A: The user can enable GL_TEXTURE_1D, GL_TEXTURE_2D, etc for any + texure unit all at once (an unusual thing to do). + OpenGL defines priorities that basically say GL_TEXTURE_2D has + higher priority than GL_TEXTURE_1D, etc. Also, just because a + texture target is enabled by the user doesn't mean we'll actually + use that texture! If a texture object is incomplete (missing mip- + map levels, etc) it's as if texturing is disabled for that target. + The _ReallyEnabled field will have a bit set ONLY if the texture + target is enabled and complete. This spares the driver writer from + examining a _lot_ of GL state to determine which texture target is + to be used. + + +2. Tnl tokens changes + + During the implementation of GL_NV_vertex_program some of the vertex + buffer code was changed. Specifically, the VERT_* bits defined in + tnl/t_context.h have been renamed to better match the conventions of + GL_NV_vertex_program. The old names are still present but obsolete. + Drivers should use the newer names. + + For example: VERT_RGBA is now VERT_BIT_COLOR0 and + VERT_SPEC_RGB is now VERT_BIT_COLOR1. + + ---------------------------------------------------------------------- -$Id: RELNOTES-4.1,v 1.9 2002/06/13 04:50:09 brianp Exp $ +$Id: RELNOTES-4.1,v 1.10 2002/06/15 03:03:58 brianp Exp $ |