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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Second Life viewer bad rendering with git-ec83535"
href="https://bugs.freedesktop.org/show_bug.cgi?id=57875#c16">Comment # 16</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Second Life viewer bad rendering with git-ec83535"
href="https://bugs.freedesktop.org/show_bug.cgi?id=57875">bug 57875</a>
from <span class="vcard"><a class="email" href="mailto:hverbeet@gmail.com" title="Henri Verbeet <hverbeet@gmail.com>"> <span class="fn">Henri Verbeet</span></a>
</span></b>
<pre>(In reply to <a href="show_bug.cgi?id=57875#c15">comment #15</a>)
<span class="quote">> I've written an extension proposal for a new mesa extension that exposes the
> CLIP_DISABLE bit. The proposal is attached, please review and comment. There
> are some TODOs I'm not quite sure how to deal with, see the list in "Status".
> </span >
- It probably makes sense to mention "depth" in the extension name somewhere,
we really only care about the near and far clipping planes. E.g.
MESA_depth_clip.
- Perhaps it makes more sense to write the extension in terms of
ARB_depth_clamp. I.e., provide a subset of ARB_depth_clamp, that only disables
depth clipping, and generates undefined results in the depth test, except for
perhaps GL_ALWAYS / GL_NEVER. (Also, note that you can't really make fragment
depth values undefined before / in the fragment shader, because you have
interactions with e.g. texture filtering as well.) It would avoid the perhaps
somewhat questionable "ARB_depth_clamp must not be supported", and you can just
defer to ARB_depth_clamp for most of the issues etc. The interaction between
the two extensions just becomes that if ARB_depth_clamp is also supported you
get defined depth test results.</pre>
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