| @@ -0,0 +1,193 @@ | |||
| XXX - Not complete yet!!! | |||
| Name | |||
| MESA_sprite_point | |||
| Name Strings | |||
| GL_MESA_sprite_point | |||
| Contact | |||
| Brian Paul, VA Linux Systems Inc. (brianp 'at' valinux.com) | |||
| Status | |||
| Not yet shipping. | |||
| Version | |||
| $Id: MESA_sprite_point.spec,v 1.1 2000/12/08 00:21:02 brianp Exp $ | |||
| Number | |||
| ??? | |||
| Dependencies | |||
| GL_EXT_point_parameters effects the definition of this extension | |||
| GL_ARB_multitexture effects the definition of this extension | |||
| Overview | |||
| This extension modifies the way in which points are rendered, | |||
| specifically when they're textured. When SPRITE_POINT_MESA is enabled | |||
| a point is rendered as if it were a quadrilateral with unique texture | |||
| coordinates at each vertex. This extension effectively turns points | |||
| into sprites which may be rendered more easily and quickly than using | |||
| conventional textured quadrilaterals. | |||
| When using point size > 1 or attenuated points this extension is an | |||
| effective way to render many small sprite images for particle systems | |||
| or other effects. | |||
| Issues: | |||
| 1. How are the texture coordinates computed? | |||
| The lower-left corner has texture coordinate (0,0,r,q). | |||
| The lower-right, (1,0,r,q). The upper-right, (1,1,r,q). | |||
| The upper-left, (0,1,r,q). | |||
| 2. What about texgen and texture matrices? | |||
| Texgen and the texture matrix have no effect on the point's s and t | |||
| texture coordinates. The r and q coordinates may have been computed | |||
| by texgen or the texture matrix. Note that with a 3D texture and/or | |||
| texgen that the r coordinate could be used to select a slice in the | |||
| 3D texture. | |||
| 3. What about point smoothing? | |||
| When point smoothing is enabled, a triangle fan could be rendered | |||
| to approximate a circular point. This could be problematic to | |||
| define and implement so POINT_SMOOTH is ignored when drawing sprite | |||
| points. | |||
| Smoothed points can be approximated by using an appropriate texture | |||
| images, alpha testing and blending. | |||
| POLYGON_SMOOTH does effect the rendering of the quadrilateral, however. | |||
| 4. What about sprite rotation? | |||
| There is none. Sprite points are always rendered as window-aligned | |||
| squares. One could define rotated texture images if desired. A 3D | |||
| texture and appropriate texture r coordinates could be used to | |||
| effectively specify image rotation per point. | |||
| 5. What about POLYGON_MODE? | |||
| POLYGON_MODE does not effect the rasterization of the quadrilateral. | |||
| 6. What about POLYGON_CULL? | |||
| TBD. Polygon culling is normally specified and implemented in the | |||
| transformation stage of OpenGL. However, some rasterization hardware | |||
| implements it later during triangle setup. | |||
| Polygon culling wouldn't be useful for sprite points since the | |||
| quadrilaterals are always defined in counter-clockwise order in | |||
| window space. For that reason, polygon culling should probably be | |||
| ignored. | |||
| 7. Should sprite points be alpha-attenuated if their size is below the | |||
| point parameter's threshold size? | |||
| 8. Should there be an advertisized maximum sprite point size? | |||
| No. Since we're rendering the point as a quadrilateral there's no | |||
| need to limit the size. | |||
| New Procedures and Functions | |||
| None. | |||
| New Tokens | |||
| Accepted by the <pname> parameter of Enable, Disable, IsEnabled, | |||
| GetIntegerv, GetBooleanv, GetFloatv and GetDoublev: | |||
| SPRITE_POINT_MESA 0x???? | |||
| MAX_SPRITE_POINT_SIZE_MESA 0x???? (need this?) | |||
| Additions to Chapter 2 of the 1.1 Specification (OpenGL Operation) | |||
| None | |||
| Additions to Chapter 3 of the 1.1 Specification (Rasterization) | |||
| Section ???. | |||
| When SPRITE_POINT_MESA is enabled points are rasterized as screen- | |||
| aligned quadrilaterals. If the four vertices of the quadrilateral | |||
| are labeled A, B, C, and D, starting at the lower-left corner and moving | |||
| counter-clockwise around the quadrilateral, then the vertex and | |||
| texture coordinates are computed as follows: | |||
| vertex window coordinate texture coordinate | |||
| A (x-r, y-r, z, w) (0, 0, r, q) | |||
| B (x+r, y-r, z, w) (1, 0, r, q) | |||
| C (x+r, y+r, z, w) (1, 1, r, q) | |||
| D (x-r, y+r, z, w) (0, 1, r, q) | |||
| where x, y, z, w are the point's window coordinates, r and q are the | |||
| point's 3rd and 4th texture coordinates and r is half the point's | |||
| size. The other vertex attributes (such as the color and fog coordinate) | |||
| are simply duplicated from the original point vertex. | |||
| Point size may either be specified with PointSize or computed | |||
| according to the EXT_point_parameters extension. | |||
| The new texture coordinates are not effected by texgen or the texture | |||
| matrix. Note, however, that the texture r and q coordinates are passed | |||
| unchanged and may have been computed with texgen and/or the texture | |||
| matrix. | |||
| If multiple texture units are present the same texture coordinate is | |||
| used for all texture units. | |||
| The point is then rendered as if it were a quadrilateral using the | |||
| normal point sampling rules. POLYGON_MODE does not effect the | |||
| rasterization of the quadrilateral but POLYGON_SMOOTH does. | |||
| POINT_SMOOTH has no effect when SPRITE_POINT_MESA is enabled. | |||
| Additions to Chapter 4 of the 1.1 Specification (Per-Fragment Operations | |||
| and the Frame Buffer) | |||
| None. | |||
| Additions to Chapter 5 of the 1.1 Specification (Special Functions) | |||
| None | |||
| Additions to Chapter 6 of the 1.1 Specification (State and State Requests) | |||
| None | |||
| Additions to the GLX Specification | |||
| None | |||
| GLX Protocol | |||
| TBD | |||
| Errors | |||
| None | |||
| New State | |||
| Add boolean variable SPRITE_POINT_MESA to the point attribute group. | |||
| Revision History | |||
| Version 1.0 - 4 Dec 2000 | |||
| Original draft. | |||