On "PC" computers, AGP memory can be allocated with glXAllocateMemoryNV
and freed with glXFreeMemoryNV. Sometimes it's useful to know where a
block of AGP memory is located with respect to the start of the AGP
- aperature. The function
+ aperture. The function
GLuint glXGetAGPOffsetMESA( const GLvoid *pointer )
Dependencies
- Reguires EGL 1.4 or later. This extension is written against the
+ Requires EGL 1.4 or later. This extension is written against the
wording of the EGL 1.4 specification.
EGL_KHR_base_image is required.
RESOLVED: The eglQueryImage function has been proposed often,
but it goes against the EGLImage design. EGLImages are opaque
handles to a 2D array of pixels, which can be passed between
- client APIs. By referenceing an EGLImage in a client API, the
+ client APIs. By referencing an EGLImage in a client API, the
EGLImage target (a texture, a renderbuffer or such) can be
used to query the attributes of the EGLImage. We don't have a
full client API for creating and querying DRM buffers, though,
Issues
- 1. Should we also defined UNPACK_INVERT_MESA for glDrawPixels, etc?
+ 1. Should we also define UNPACK_INVERT_MESA for glDrawPixels, etc?
Resolved: No, we're only concerned with pixel packing. There are other
solutions for inverting images when using glDrawPixels (negative Y pixel
Mesa's implementation of GLX is entirely implemented on the client side.
Therefore, Mesa cannot immediately detect when an X window or pixmap is
- destroyed in order to free any ancilliary data associated with the window
+ destroyed in order to free any ancillary data associated with the window
or pixmap.
The glxMesaReleaseBuffers() function can be used to explicitly indicate
- when the back color buffer, depth buffer, stencil buffer, and/or accum-
- ulation buffer associated with a drawable can be freed.
+ when the back color buffer, depth buffer, stencil buffer, and/or accumu-
+ lation buffer associated with a drawable can be freed.
IP Status
Bool glXReleaseBuffersMESA( Display *dpy, GLXDrawable d );
- causes all software ancilliary buffers (back buffer, depth, stencil,
+ causes all software ancillary buffers (back buffer, depth, stencil,
accum, etc) associated with the named drawable to be immediately
deallocated. True is returned if <d> is a valid Mesa GLX drawable,
else False is returned. After calling glXReleaseBuffersMESA, the
Mesa's glViewport command queries the current window size and updates
its internal data structors accordingly. This normally works fine
- since most applications call glViewport in responce to window size
+ since most applications call glViewport in response to window size
changes.
In some situations, however, the application may not call glViewport
Errors
- INVALID_OPERATION is generated if ResizeBuffersMESA is called betweeen
+ INVALID_OPERATION is generated if glResizeBuffersMESA is called between
Begin and End.
New State
this is typically the time required to display both the even and odd
fields of a frame of video data.
- If <interval> is set to a value of 0, buffer swaps are not synchron-
- ized to a video frame. The <interval> value is silently clamped to
+ If <interval> is set to a value of 0, buffer swaps are not synchro-
+ nized to a video frame. The <interval> value is silently clamped to
the maximum implementation-dependent value supported before being
stored.
-- Section 3.8.10 "Texture Completeness"
- Change the second paragaph (page 177) to say (spec changes identical
+ Change the second paragraph (page 177) to say (spec changes identical
to EXT_texture_array):
"For one-, two-, or three-dimensional textures and one- or
Change second through fourth paragraphs (page 188) to say:
"Let D_t be the depth texture value, in the range [0, 1]. For
- texture lookups from one- and two-dimesional, rectangle, and
+ texture lookups from one- and two-dimensional, rectangle, and
one-dimensional array targets, let R be the interpolated <r>
texture coordinate, clamped to the range [0, 1]. For texture lookups
- from two-dimesional array texture targets, let R be the interpolated
+ from two-dimensional array texture targets, let R be the interpolated
<q> texture coordinate, clamped to the range [0, 1]. Then the
effective texture value L_t, I_t, or A_t is computed as follows:
-- Section 5.4 "Display Lists"
- Change the first paragraphi on page 242 to say (spec changes
+ Change the first paragraph on page 242 to say (spec changes
identical to EXT_texture_array):
"TexImage3D, TexImage2D, TexImage1D, Histogram, and ColorTable are
ARB_texture_compression_rgtc introduces some compressed red and
red_green signed formats but no uncompressed ones, which might
still be useful. NV_texture_shader adds signed texture formats,
- but also a lot of functionality which has been superceded by fragment
+ but also a lot of functionality which has been superseded by fragment
shaders.
It is usually possible to get the same functionality
using a unsigned format by doing scale and bias in a shader, but this
This is also different to what NV_texture_shader used.
The above mapping should be considered the reference, but there
is some leeway so other mappings are allowed for implementations which
- cannot do this. Particulary the mapping given in NV_texture_shader or
+ cannot do this. Particularly the mapping given in NV_texture_shader or
the standard OpenGL byte/float mapping is considered acceptable too, as
might be a mapping which represents -1.0 by -128, 0.0 by 0 and 1.0 by
127 (that is, uses different scale factors for negative and positive
WindosPos4MESA takes four values indicating x, y, z, and w.
WindowPos3MESA (or WindowPos2MESA) is analaguos, but sets only
x, y, and z with w implicitly set to 1 (or only x and y with z
- implicititly set to 0 and w implicitly set to 1).
+ implicitly set to 0 and w implicitly set to 1).
WindowPosMESA operates like RasterPos except that the current modelview
matrix, projection matrix and viewport parameters are ignored and the
Errors
- INVALID_OPERATION is generated if WindowPosMESA is called betweeen
+ INVALID_OPERATION is generated if WindowPosMESA is called between
Begin and End.
New State
Dependencies
OpenGL 1.0 or later is required
- This extensions is written against the OpenGL 1.4 Specification.
+ This extension is written against the OpenGL 1.4 Specification.
NV_texture_rectangle effects the definition of this extension.
Overview
In section 3.6.4, Rasterization of Pixel Rectangles, on page 104,
- add the following to Table 3.12 (Packed pixel fiedl assignments):
+ add the following to Table 3.12 (Packed pixel field assignments):
First Second Third Fourth
Format Element Element Element Element