instead of getting it only from lighting in GL_SEPARATE_SPECULAR_COLOR
mode.
+GL_ARB_texture_env_combine
+ Basically the same as GL_EXT_texture_env_combine
+
+GL_ARB_texture_env_add extension
+ Texture addition mode.
+
+GL_ARB_texture_env_dot3 extension
+ Dot product texture environment.
+
+GL_ARB_texture_border_clamp
+ Adds GL_CLAMP_TO_BORDER_ARB texture wrap mode
+
+GL_SGIX_depth_texture, GL_SGIX_shadow and GL_SGIX_shadow_ambient
+ Implements a shadow casting algorithm based on depth map textures
+
libOSMesa.so
----------------------------------------------------------------------
-$Id: RELNOTES-3.5,v 1.9 2001/03/17 00:47:19 brianp Exp $
+$Id: RELNOTES-3.5,v 1.10 2001/03/26 19:45:08 brianp Exp $
-$Id: VERSIONS,v 1.52 2001/03/22 04:55:48 brianp Exp $
+$Id: VERSIONS,v 1.53 2001/03/26 19:45:08 brianp Exp $
Mesa Version History
- demos/shadowtex.c demo of GL_SGIX_depth_texture and GL_SGIX_shadow
- GL_ARB_texture_env_combine extension
- GL_ARB_texture_env_dot3 extension
+ - GL_ARB_texture_border_clamp (aka GL_SGIS_texture_border_clamp)
- OSMesaCreateContextExt() function
- libOSMesa.so library, contains the OSMesa driver interface
- GL/glxext.h header file for GLX extensions
-/* $Id: enums.c,v 1.15 2001/03/22 04:57:09 brianp Exp $ */
+/* $Id: enums.c,v 1.16 2001/03/26 19:42:40 brianp Exp $ */
/*
* Mesa 3-D graphics library
{ "GL_DOT3_RGB_EXT", 0x86ae },
{ "GL_DOT3_RGBA_EXT", 0x86af },
+ /* GL_ARB_texture_border_clamp */
+ { "GL_CLAMP_TO_BORDER_ARB", 0x812D },
};
#define Elements(x) sizeof(x)/sizeof(*x)
-/* $Id: extensions.c,v 1.55 2001/03/22 14:42:24 brianp Exp $ */
+/* $Id: extensions.c,v 1.56 2001/03/26 19:42:40 brianp Exp $ */
/*
* Mesa 3-D graphics library
} default_extensions[] = {
{ OFF, "GL_ARB_imaging", F(ARB_imaging) },
{ OFF, "GL_ARB_multitexture", F(ARB_multitexture) },
+ { OFF, "GL_ARB_texture_border_clamp", F(ARB_texture_border_clamp) },
{ OFF, "GL_ARB_texture_compression", F(ARB_texture_compression) },
{ OFF, "GL_ARB_texture_cube_map", F(ARB_texture_cube_map) },
{ OFF, "GL_ARB_texture_env_add", F(EXT_texture_env_add) },
{ OFF, "GL_SGI_color_matrix", F(SGI_color_matrix) },
{ OFF, "GL_SGI_color_table", F(SGI_color_table) },
{ OFF, "GL_SGIS_pixel_texture", F(SGIS_pixel_texture) },
+ { OFF, "GL_SGIS_texture_border_clamp", F(ARB_texture_border_clamp) },
{ OFF, "GL_SGIS_texture_edge_clamp", F(SGIS_texture_edge_clamp) },
{ OFF, "GL_SGIX_depth_texture", F(SGIX_depth_texture) },
{ OFF, "GL_SGIX_pixel_texture", F(SGIX_pixel_texture) },
const char *extensions[] = {
"GL_ARB_imaging",
"GL_ARB_multitexture",
+ "GL_ARB_texture_border_clamp",
"GL_ARB_texture_cube_map",
"GL_ARB_texture_env_add",
"GL_ARB_texture_env_combine",
"GL_SGI_color_table",
"GL_SGIS_pixel_texture",
"GL_SGIS_texture_edge_clamp",
+ "GL_SGIS_texture_border_clamp",
"GL_SGIX_depth_texture",
"GL_SGIX_pixel_texture",
"GL_SGIX_shadow",
-/* $Id: mtypes.h,v 1.31 2001/03/24 06:01:27 gareth Exp $ */
+/* $Id: mtypes.h,v 1.32 2001/03/26 19:42:40 brianp Exp $ */
/*
* Mesa 3-D graphics library
/* Texture image record */
struct gl_texture_image {
GLenum Format; /* GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA,
- * GL_INTENSITY, GL_RGB, GL_RGBA, or
- * GL_COLOR_INDEX only
+ * GL_INTENSITY, GL_RGB, GL_RGBA,
+ * GL_COLOR_INDEX or GL_DEPTH_COMPONENT only.
*/
GLenum Type; /* Texel type: GL_UNSIGNED_BYTE, etc. */
GLenum IntFormat; /* Internal format as given by the user */
GLuint Dimensions; /* 1 or 2 or 3 or 6 (cube map) */
GLfloat Priority; /* in [0,1] */
GLchan BorderColor[4];
- GLenum WrapS; /* GL_CLAMP, REPEAT or CLAMP_TO_EDGE */
- GLenum WrapT; /* GL_CLAMP, REPEAT or CLAMP_TO_EDGE */
- GLenum WrapR; /* GL_CLAMP, REPEAT or CLAMP_TO_EDGE */
+ GLenum WrapS; /* Wrap modes are: GL_CLAMP, REPEAT */
+ GLenum WrapT; /* GL_CLAMP_TO_EDGE, and */
+ GLenum WrapR; /* GL_CLAMP_TO_BORDER_ARB */
GLenum MinFilter; /* minification filter */
GLenum MagFilter; /* magnification filter */
GLfloat MinLod; /* min lambda, OpenGL 1.2 */
*/
GLboolean ARB_imaging;
GLboolean ARB_multitexture;
+ GLboolean ARB_texture_border_clamp;
GLboolean ARB_texture_compression;
GLboolean ARB_texture_cube_map;
GLboolean EXT_blend_color;
-/* $Id: texstate.c,v 1.38 2001/03/22 04:54:58 brianp Exp $ */
+/* $Id: texstate.c,v 1.39 2001/03/26 19:42:40 brianp Exp $ */
/*
* Mesa 3-D graphics library
#define GL_DOT3_RGBA_ARB 0x86AF
#endif
+/* XXX this is temporary, until GL/glext.h is updated. */
+#ifndef GL_CLAMP_TO_BORDER_ARB
+#define GL_CLAMP_TO_BORDER_ARB 0x812D
+#endif
/**********************************************************************/
case GL_TEXTURE_WRAP_S:
if (texObj->WrapS == eparam)
return;
-
- if (eparam==GL_CLAMP || eparam==GL_REPEAT || eparam==GL_CLAMP_TO_EDGE) {
+ if (eparam==GL_CLAMP ||
+ eparam==GL_REPEAT ||
+ eparam==GL_CLAMP_TO_EDGE ||
+ (eparam == GL_CLAMP_TO_BORDER_ARB &&
+ ctx->Extensions.ARB_texture_border_clamp)) {
texObj->WrapS = eparam;
}
else {
case GL_TEXTURE_WRAP_T:
if (texObj->WrapT == eparam)
return;
-
- if (eparam==GL_CLAMP || eparam==GL_REPEAT || eparam==GL_CLAMP_TO_EDGE) {
+ if (eparam==GL_CLAMP ||
+ eparam==GL_REPEAT ||
+ eparam==GL_CLAMP_TO_EDGE ||
+ (eparam == GL_CLAMP_TO_BORDER_ARB &&
+ ctx->Extensions.ARB_texture_border_clamp)) {
texObj->WrapT = eparam;
}
else {
case GL_TEXTURE_WRAP_R_EXT:
if (texObj->WrapR == eparam)
return;
-
- if (eparam==GL_CLAMP || eparam==GL_REPEAT || eparam==GL_CLAMP_TO_EDGE) {
+ if (eparam==GL_CLAMP ||
+ eparam==GL_REPEAT ||
+ eparam==GL_CLAMP_TO_EDGE ||
+ (eparam == GL_CLAMP_TO_BORDER_ARB &&
+ ctx->Extensions.ARB_texture_border_clamp)) {
texObj->WrapR = eparam;
}
else {
-/* $Id: s_texture.c,v 1.19 2001/03/23 18:53:26 brianp Exp $ */
+/* $Id: s_texture.c,v 1.20 2001/03/26 19:42:40 brianp Exp $ */
/*
* Mesa 3-D graphics library
#define GL_DOT3_RGBA_ARB 0x86AF
#endif
+/* XXX this is temporary, until GL/glext.h is updated. */
+#ifndef GL_CLAMP_TO_BORDER_ARB
+#define GL_CLAMP_TO_BORDER_ARB 0x812D
+#endif
+
/*
* These values are used in the fixed-point arithmetic used
/*
* Used to compute texel locations for linear sampling.
* Input:
- * wrapMode = GL_REPEAT, GL_CLAMP or GL_CLAMP_TO_EDGE
+ * wrapMode = GL_REPEAT, GL_CLAMP, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_BORDER_ARB
* S = texcoord in [0,1]
* SIZE = width (or height or depth) of texture
* Output:
I0 = IFLOOR(U) & (SIZE - 1); \
I1 = (I0 + 1) & (SIZE - 1); \
} \
+ else if (wrapMode == GL_CLAMP_TO_EDGE) { \
+ if (S <= 0.0F) \
+ U = 0.0F; \
+ else if (S >= 1.0F) \
+ U = SIZE; \
+ else \
+ U = S * SIZE; \
+ U -= 0.5F; \
+ I0 = IFLOOR(U); \
+ I1 = I0 + 1; \
+ if (I0 < 0) \
+ I0 = 0; \
+ if (I1 >= (GLint) SIZE) \
+ I1 = SIZE - 1; \
+ } \
+ else if (wrapMode == GL_CLAMP_TO_BORDER_ARB) { \
+ const GLfloat min = -1.0F / (2.0F * SIZE); \
+ const GLfloat max = 1.0F - min; \
+ if (S <= min) \
+ U = min * SIZE; \
+ else if (S >= max) \
+ U = max * SIZE; \
+ else \
+ U = S * SIZE; \
+ U -= 0.5F; \
+ I0 = IFLOOR(U); \
+ I1 = I0 + 1; \
+ } \
else { \
+ ASSERT(wrapMode == GL_CLAMP); \
if (S <= 0.0F) \
U = 0.0F; \
else if (S >= 1.0F) \
U = SIZE; \
- else \
- U = S * SIZE; \
+ else \
+ U = S * SIZE; \
U -= 0.5F; \
I0 = IFLOOR(U); \
I1 = I0 + 1; \
- if (wrapMode == GL_CLAMP_TO_EDGE) { \
- if (I0 < 0) \
- I0 = 0; \
- if (I1 >= (GLint) SIZE) \
- I1 = SIZE - 1; \
- } \
} \
}
{ \
if (wrapMode == GL_REPEAT) { \
/* s limited to [0,1) */ \
- /* i limited to [0,width-1] */ \
- I = (GLint) (S * SIZE); \
- if (S < 0.0F) \
- I -= 1; \
+ /* i limited to [0,size-1] */ \
+ I = IFLOOR(S * SIZE); \
I &= (SIZE - 1); \
} \
else if (wrapMode == GL_CLAMP_TO_EDGE) { \
+ /* s limited to [min,max] */ \
+ /* i limited to [0, size-1] */ \
const GLfloat min = 1.0F / (2.0F * SIZE); \
const GLfloat max = 1.0F - min; \
if (S < min) \
else if (S > max) \
I = SIZE - 1; \
else \
- I = (GLint) (S * SIZE); \
+ I = IFLOOR(S * SIZE); \
+ } \
+ else if (wrapMode == GL_CLAMP_TO_BORDER_ARB) { \
+ /* s limited to [min,max] */ \
+ /* i limited to [-1, size] */ \
+ const GLfloat min = -1.0F / (2.0F * SIZE); \
+ const GLfloat max = 1.0F - min; \
+ if (S <= min) \
+ I = -1; \
+ else if (S >= max) \
+ I = SIZE; \
+ else \
+ I = IFLOOR(S * SIZE); \
} \
else { \
ASSERT(wrapMode == GL_CLAMP); \
/* s limited to [0,1] */ \
- /* i limited to [0,width-1] */ \
+ /* i limited to [0,size-1] */ \
if (S <= 0.0F) \
I = 0; \
else if (S >= 1.0F) \
I = SIZE - 1; \
else \
- I = (GLint) (S * SIZE); \
+ I = IFLOOR(S * SIZE); \
} \
}