bergs

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Angus Henderson (angus++at++death.reading.sgi.com)
Thu, 5 Oct 1995 13:17:09 GMT


berg 1

This appears to be a GL bug, Using texdef2d with a TX_MAGFILTER_ALPHA of
TX_MODULATE_DETAIL & TX_MAGFILTER_COLOR of TX_BILINEAR causes the TX_DETAIL
TX_CONTROL_POINT to be ignored - i.e. you can't change the detail texture
tiling ratio

berg 2

On RE2 you often need to move the near clip plane dynamically to best
use your available z byffer resolution. If you do this with a non
sorry with a skewed view frustum the culling breaks.

In the application process calling "pfMakePerspFrust" & "pfFrustNearFar"
were used to move the near plane in the pfFrame loop
setting up a static skewed frustum at initaialisation did not break
the culling - only a dynamic frustum.

berg 3

I think John Rohlf may have answered this one but I am on site and I won't
be able to check until tomorrow. Moving the near clip plane on skewed
frusta caused a lateral shift in the view.

If anyone can help on these bergs before I make a bug report please say

ANGUs

^XW


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