fprintf(stderr, "\tMem1: %x-%x\n", (unsigned) ti->tm[1]->startAddr,
(unsigned) ti->tm[1]->endAddr);
fprintf(stderr, "\tMipmaps: %d-%d\n", ti->minLevel, ti->maxLevel);
- fprintf(stderr, "\tFilters: min %d min %d\n",
+ fprintf(stderr, "\tFilters: min %d max %d\n",
(int) ti->minFilt, (int) ti->maxFilt);
fprintf(stderr, "\tClamps: s %d t %d\n", (int) ti->sClamp,
(int) ti->tClamp);
ti->LODblend = FXFALSE;
break;
case GL_NEAREST_MIPMAP_LINEAR:
- /* ZZZ: HACK ALERT! disable LODBlend, because we can't implement
- on Napalm. Ohwell, until at least I decide what to do...
- trilinear is bugged! mipmap blending produce
- incorrect filtered colors for the smallest mipmap levels. */
-#if 0
- if (fxMesa->haveTwoTMUs) {
- ti->mmMode = GR_MIPMAP_NEAREST;
- ti->LODblend = FXTRUE;
- }
- else {
- ti->mmMode = GR_MIPMAP_NEAREST_DITHER;
- ti->LODblend = FXFALSE;
- }
- ti->minFilt = GR_TEXTUREFILTER_POINT_SAMPLED;
- break; /* ZZZ: we may have to fall through here for V3 */
-#endif
+ /* [koolsmoky]
+ * trilinear is bugged! mipmap blending produce
+ * incorrect filtered colors for the smallest mipmap levels.
+ * [dBorca]
+ * currently Napalm can't do single-pass trilinear,
+ * because the way its combiners are set. So we fall back
+ * to GL_NEAREST_MIPMAP_NEAREST. We'll let true trilinear
+ * enabled for V2, V3. If user shoots foot, not our problem!
+ */
+ if (!fxMesa->HaveCmbExt) {
+ if (fxMesa->haveTwoTMUs) {
+ ti->mmMode = GR_MIPMAP_NEAREST;
+ ti->LODblend = FXTRUE;
+ } else {
+ ti->mmMode = GR_MIPMAP_NEAREST_DITHER;
+ ti->LODblend = FXFALSE;
+ }
+ ti->minFilt = GR_TEXTUREFILTER_POINT_SAMPLED;
+ break;
+ }
case GL_NEAREST_MIPMAP_NEAREST:
ti->mmMode = GR_MIPMAP_NEAREST;
ti->minFilt = GR_TEXTUREFILTER_POINT_SAMPLED;
ti->LODblend = FXFALSE;
break;
case GL_LINEAR_MIPMAP_LINEAR:
- /* ZZZ: HACK ALERT! trilinear is bugged! mipmap blending produce
- incorrect filtered colors for the smallest mipmap levels. */
-#if 0
- if (fxMesa->haveTwoTMUs) {
- ti->mmMode = GR_MIPMAP_NEAREST;
- ti->LODblend = FXTRUE;
- }
- else {
- ti->mmMode = GR_MIPMAP_NEAREST_DITHER;
- ti->LODblend = FXFALSE;
- }
- ti->minFilt = GR_TEXTUREFILTER_BILINEAR;
- break; /* ZZZ: we may have to fall through here for V3 */
-#endif
+ /* [koolsmoky]
+ * trilinear is bugged! mipmap blending produce
+ * incorrect filtered colors for the smallest mipmap levels.
+ * [dBorca]
+ * currently Napalm can't do single-pass trilinear,
+ * because the way its combiners are set. So we fall back
+ * to GL_LINEAR_MIPMAP_NEAREST. We'll let true trilinear
+ * enabled for V2, V3. If user shoots foot, not our problem!
+ */
+ if (!fxMesa->HaveCmbExt) {
+ if (fxMesa->haveTwoTMUs) {
+ ti->mmMode = GR_MIPMAP_NEAREST;
+ ti->LODblend = FXTRUE;
+ } else {
+ ti->mmMode = GR_MIPMAP_NEAREST_DITHER;
+ ti->LODblend = FXFALSE;
+ }
+ ti->minFilt = GR_TEXTUREFILTER_BILINEAR;
+ break;
+ }
case GL_LINEAR_MIPMAP_NEAREST:
ti->mmMode = GR_MIPMAP_NEAREST;
ti->minFilt = GR_TEXTUREFILTER_BILINEAR;
l = MAX2(logw, logh);
aspectratio = logw - logh;
ws = hs = 1;
+ s = t = 256.0f;
/* hardware only allows a maximum aspect ratio of 8x1, so handle
* |aspectratio| > 3 by scaling the image and using an 8x1 aspect
*/
switch (aspectratio) {
case 0:
- s = 256.0f;
- t = 256.0f;
break;
case 1:
- s = 256.0f;
t = 128.0f;
break;
case 2:
- s = 256.0f;
t = 64.0f;
break;
case 3:
- s = 256.0f;
t = 32.0f;
break;
case -1:
s = 128.0f;
- t = 256.0f;
break;
case -2:
s = 64.0f;
- t = 256.0f;
break;
case -3:
s = 32.0f;
- t = 256.0f;
break;
default:
if (aspectratio > 3) {
- s = 256.0f;
t = 32.0f;
- ws = 1;
hs = 1 << (aspectratio - 3);
aspectratio = GR_ASPECT_LOG2_8x1;
} else /*if (aspectratio < -3)*/ {
s = 32.0f;
- t = 256.0f;
ws = 1 << (-aspectratio - 3);
- hs = 1;
aspectratio = GR_ASPECT_LOG2_1x8;
}
}
* may get defined in texutil.c) but we have to account for scaled texture
* images on tdfx hardware (the 8:1 aspect ratio limit).
* Hence, we need special functions here.
+ *
+ * [dBorca]
+ * this better be right, if we will advertise GL_SGIS_generate_mipmap!
*/
static void