0,0 → 1,190 |
Name |
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MESA_sprite_point |
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Name Strings |
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GL_MESA_sprite_point |
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Contact |
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Brian Paul, VA Linux Systems Inc. (brianp 'at' valinux.com) |
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Status |
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Obsolete - see GL_ARB_point_sprite. |
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Version |
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Number |
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??? |
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Dependencies |
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GL_EXT_point_parameters effects the definition of this extension |
GL_ARB_multitexture effects the definition of this extension |
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Overview |
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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. |
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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. |
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Issues: |
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1. How are the texture coordinates computed? |
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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). |
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2. What about texgen and texture matrices? |
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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. |
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3. What about point smoothing? |
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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. |
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Smoothed points can be approximated by using an appropriate texture |
images, alpha testing and blending. |
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POLYGON_SMOOTH does effect the rendering of the quadrilateral, however. |
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4. What about sprite rotation? |
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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. |
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5. What about POLYGON_MODE? |
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POLYGON_MODE does not effect the rasterization of the quadrilateral. |
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6. What about POLYGON_CULL? |
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TBD. Polygon culling is normally specified and implemented in the |
transformation stage of OpenGL. However, some rasterization hardware |
implements it later during triangle setup. |
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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. |
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7. Should sprite points be alpha-attenuated if their size is below the |
point parameter's threshold size? |
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8. Should there be an advertisized maximum sprite point size? |
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No. Since we're rendering the point as a quadrilateral there's no |
need to limit the size. |
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New Procedures and Functions |
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None. |
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New Tokens |
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Accepted by the <pname> parameter of Enable, Disable, IsEnabled, |
GetIntegerv, GetBooleanv, GetFloatv and GetDoublev: |
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SPRITE_POINT_MESA 0x???? |
MAX_SPRITE_POINT_SIZE_MESA 0x???? (need this?) |
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Additions to Chapter 2 of the 1.1 Specification (OpenGL Operation) |
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None |
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Additions to Chapter 3 of the 1.1 Specification (Rasterization) |
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Section ???. |
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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: |
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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) |
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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. |
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Point size may either be specified with PointSize or computed |
according to the EXT_point_parameters extension. |
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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. |
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If multiple texture units are present the same texture coordinate is |
used for all texture units. |
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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. |
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POINT_SMOOTH has no effect when SPRITE_POINT_MESA is enabled. |
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Additions to Chapter 4 of the 1.1 Specification (Per-Fragment Operations |
and the Frame Buffer) |
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None. |
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Additions to Chapter 5 of the 1.1 Specification (Special Functions) |
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None |
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Additions to Chapter 6 of the 1.1 Specification (State and State Requests) |
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None |
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Additions to the GLX Specification |
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None |
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GLX Protocol |
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TBD |
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Errors |
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None |
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New State |
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Add boolean variable SPRITE_POINT_MESA to the point attribute group. |
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Revision History |
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Version 1.0 - 4 Dec 2000 |
Original draft. |
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