Vertex clipping and primitive types

Jason Ekstrand jason at jlekstrand.net
Thu Sep 19 07:57:33 PDT 2013


On Wed, Sep 18, 2013 at 10:49 PM, Bill Spitzak <spitzak at gmail.com> wrote:

>
>
> Sam Spilsbury wrote:
>
>> Hey all,
>>
>> I've started playing around with trying to get weston surfaces (or
>> views as they will later be called) to use arbitrary vertex meshes.
>>
>>
> Do you have an explanation for "views"? I thought wayland already
> supported putting the same buffer in more than one surface, so I don't see
> the purpose of "views".
>

Sorry about the delay.  I just responded to your previous e-mail.


> This proposal is for warping windows, not for just making non-rectangular
> shapes, right? I think non-rectangular shapes are intended to be done by
> using transparent pixels in the buffer.
>
>
>  Currently, the vertex clipping implementation supports up to eight
>> vertices and assumes that they are arranged in a fan (eg
>> GL_TRIANGLE_FAN)[1]. I'm pretty sure that most geometry can be covered
>> as long as we support GL_TRIANGLES (disjunct triangles),
>> GL_TRIANGLE_STRIP (quadrilaterals or other sequential meshes) and
>> GL_TRIANGLE_FAN (circles).
>>
>>
> You don't intend to clip arbitrary shapes against each other, right? You
> just want to go in after the clipping has produced these 8 triangles.
>
>
>>
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