Angus Henderson (angus++at++death.reading.sgi.com)
Thu, 5 Oct 1995 13:17:09 GMT
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
This archive was generated by hypermail 2.0b2 on Mon Aug 10 1998 - 17:51:56 PDT