From 114246eb86c3f0571d5596e01e2586f955ccfb24 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Mon, 13 Sep 2004 14:53:02 +0000 Subject: [PATCH] tweak texcoord for sampling texture rectangles (Dave Reveman) --- src/mesa/swrast/s_texture.c | 35 +++++++++++++---------------------- 1 file changed, 13 insertions(+), 22 deletions(-) diff --git a/src/mesa/swrast/s_texture.c b/src/mesa/swrast/s_texture.c index 834c72c50bf..4cb84d12f5b 100644 --- a/src/mesa/swrast/s_texture.c +++ b/src/mesa/swrast/s_texture.c @@ -2155,56 +2155,47 @@ sample_linear_rect(GLcontext *ctx, GLuint texUnit, /* NOTE: we DO NOT use [0, 1] texture coordinates! */ if (tObj->WrapS == GL_CLAMP) { - /* clamping to width-1 looks wrong, but it's really correct */ - fcol = CLAMP(texcoords[i][0], 0.0F, width_minus_1); + /* Not exactly what the spec says, but it matches NVIDIA output */ + fcol = CLAMP(texcoords[i][0] - 0.5F, 0.0, width_minus_1); i0 = IFLOOR(fcol); i1 = i0 + 1; } else if (tObj->WrapS == GL_CLAMP_TO_EDGE) { fcol = CLAMP(texcoords[i][0], 0.5F, width - 0.5F); + fcol -= 0.5F; i0 = IFLOOR(fcol); i1 = i0 + 1; if (i1 > width_minus_1) i1 = width_minus_1; } - else { /* GL_CLAMP_TO_BORDER */ -#if 0 - /* literal reading of GL_NV_texture_rectangle spec */ + else { + ASSERT(tObj->WrapS == GL_CLAMP_TO_BORDER); fcol = CLAMP(texcoords[i][0], -0.5F, width + 0.5F); + fcol -= 0.5F; i0 = IFLOOR(fcol); i1 = i0 + 1; -#else - /* Note: this produces results that matches NVIDIA, but it's not - * exactly what the GL_NV_texture_rectangle specifies! - */ - fcol = texcoords[i][0]; - i0 = IFLOOR(fcol); - i1 = i0 + 1; -#endif - } + if (tObj->WrapT == GL_CLAMP) { - frow = CLAMP(texcoords[i][1], 0.0F, height_minus_1); + /* Not exactly what the spec says, but it matches NVIDIA output */ + frow = CLAMP(texcoords[i][1] - 0.5F, 0.0, width_minus_1); j0 = IFLOOR(frow); j1 = j0 + 1; } else if (tObj->WrapT == GL_CLAMP_TO_EDGE) { frow = CLAMP(texcoords[i][1], 0.5F, height - 0.5F); + frow -= 0.5F; j0 = IFLOOR(frow); j1 = j0 + 1; if (j1 > height_minus_1) j1 = height_minus_1; } - else { /* GL_CLAMP_TO_BORDER */ -#if 0 + else { + ASSERT(tObj->WrapT == GL_CLAMP_TO_BORDER); frow = CLAMP(texcoords[i][1], -0.5F, height + 0.5F); + frow -= 0.5F; j0 = IFLOOR(frow); j1 = j0 + 1; -#else - frow = texcoords[i][1]; - j0 = IFLOOR(frow); - j1 = j0 + 1; -#endif } /* compute integer rows/columns */ -- 2.30.2