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<b><a class="bz_bug_link
bz_status_REOPENED "
title="REOPENED --- - Second Life viewer bad rendering with git-ec83535"
href="https://bugs.freedesktop.org/show_bug.cgi?id=57875#c29">Comment # 29</a>
on <a class="bz_bug_link
bz_status_REOPENED "
title="REOPENED --- - 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:stefandoesinger@gmx.at" title="Stefan Dösinger <stefandoesinger@gmx.at>"> <span class="fn">Stefan Dösinger</span></a>
</span></b>
<pre>Hmm, this seems like an idea worth thinking about. The D3D behavior the
proposed extension addresses is part of the D3DDECLUSAGE_POSITIONT /
D3DFVF_XYZRHW vertex input semantics.
For now I'm opposed to making this a vertex shader control though. The point of
POSITIONT / XYZRHW is to skip vertex processing altogether, so handling
POSITIONT semantics in a shader seems a bit off. Furthermore, the clipping
behavior of POSITIONT depends on the depth test, so this needs a separate
control anyway (or replicating the depth test interaction, which seems somewhat
ugly to me because its done by a different stage in the rendering pipeline).</pre>
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