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Re: [Gzz] GL bugs
From: |
Tuomas Lukka |
Subject: |
Re: [Gzz] GL bugs |
Date: |
Sat, 14 Sep 2002 11:52:22 +0300 |
User-agent: |
Mutt/1.4i |
> 1) The clipping of text vobs is interpolated wrongly: When not
> interpolating, everything is fine; when the interpolation starts,
> everything is visible; during the interpolation, the visible area
> shrinks until in the end the clipping is correct again (i.e., the
> clipped area is interpolated from being around the whole text--
> rendering everything to be visible-- to being around the padded rect
> inside the cell, which is the correct clipping area)
This sounds like there are two coordinate systems with the
same key?
> 2) The depth buffer stuff doesn't seem to be working; the depth
> ordering of overlapping cells is wrong in about 50% of the cases (i.e.,
> seems unrelated to the actual depth...). To try, you can create the
> following structure:
>
>
> A E--D
> | |
> B-----C
>
> where A,B,C,D,E are cells; A and E will overlap.
Ah, the problem there is that currently we're disabling DEPTH_TEST
for stenciling. Could you make a demo/nic demo of this?
Tuomas
- [Gzz] GL bugs, Benja Fallenstein, 2002/09/13
- Re: [Gzz] GL bugs,
Tuomas Lukka <=