1. 20 Aug, 2016 1 commit
    • Roland Scheidegger's avatar
      depth-clamp-range: make sure clamping actually makes a difference · c10a05fe
      Roland Scheidegger authored
      The problem with the chosen depth values was that the depth values
      naturally got viewport-transformed to values below 0.5 (for those
      quads drawn) or above 0.5 (for those not drawn).
      This allowed buggy implementations (in particular llvmpipe) to pass
      the test, even though llvmpipe a) couldn't handle swapped near/far and
      b) didn't actually do any clamping whatsoever in this particular case.
      So change the depth values so that transformed values actually end up
      "on the wrong side" of the depth range.
      Tested-by: Ilia Mirkin's avatarIlia Mirkin <imirkin@alum.mit.edu>
      c10a05fe
  2. 15 Jul, 2014 1 commit
  3. 06 Nov, 2012 1 commit
  4. 10 Oct, 2012 3 commits
  5. 04 Sep, 2012 1 commit
  6. 28 Jun, 2012 1 commit
  7. 20 Jun, 2012 1 commit
  8. 29 Apr, 2011 1 commit
  9. 17 Feb, 2011 1 commit
  10. 01 Sep, 2010 1 commit
  11. 28 Oct, 2009 1 commit