.. _rasterizer: Rasterizer ========== The rasterizer is the main chunk of state controlling how vertices are interpolated into fragments. Members ------- XXX undocumented light_twoside, front_winding, cull_mode, fill_cw, fill_ccw, offset_cw, offset_ccw XXX moar undocumented poly_smooth, line_stipple_factor, line_last_pixel, offset_units, offset_scale XXX sprite_coord_mode flatshade If set, the provoking vertex of each polygon is used to determine the color of the entire polygon. If not set, the color fragments will be interpolated from each vertex's color. scissor Whether the scissor test is enabled. poly_stipple_enable Whether polygon stippling is enabled. point_smooth Whether points should be smoothed. Point smoothing turns rectangular points into circles or ovals. point_sprite Whether point sprites are enabled. point_size_per_vertex Whether vertices have a point size element. multisample Whether MSAA is enabled. line_smooth Whether lines should be smoothed. Line smoothing is simply anti-aliasing. line_stipple_enable Whether line stippling is enabled. line_stipple_pattern 16-bit bitfield of on/off flags, used to pattern the line stipple. bypass_vs_clip_and_viewport Whether the entire TCL pipeline should be bypassed. This implies that vertices are pre-transformed for the viewport, and will not be run through the vertex shader. Note that implementations may still clip away vertices that are not in the viewport. flatshade_first Whether the first vertex should be the provoking vertex, for most primitives. If not set, the last vertex is the provoking vertex. gl_rasterization_rules Whether the rasterizer should use (0.5, 0.5) pixel centers. When not set, the rasterizer will use (0, 0) for pixel centers. line_width The width of lines. point_size The size of points, if not specified per-vertex. point_size_min The minimum size of points. point_size_max The maximum size of points. Notes ----- flatshade ^^^^^^^^^ The actual interpolated shading algorithm is obviously implementation-dependent, but will usually be Gourard for most hardware. bypass_vs_clip_and_viewport ^^^^^^^^^^^^^^^^^^^^^^^^^^^ When set, this implies that vertices are pre-transformed for the viewport, and will not be run through the vertex shader. Note that implementations may still clip away vertices that are not visible. flatshade_first ^^^^^^^^^^^^^^^ There are several important exceptions to the specification of this rule. * PIPE_PRIMITIVE_POLYGON: The provoking vertex is always the first vertex. If the caller wishes to change the provoking vertex, they merely need to rotate the vertices themselves. * PIPE_PRIMITIVE_QUAD, PIPE_PRIMITIVE_QUAD_STRIP: This option has no effect. * PIPE_PRIMITIVE_TRIANGLE_FAN: When set, the provoking vertex is the second vertex, not the first. This permits each segment of the fan to have a different color.