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author | Samuel Rødal <sroedal@trolltech.com> | 2009-09-01 07:55:13 (GMT) |
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committer | Samuel Rødal <sroedal@trolltech.com> | 2009-09-01 08:56:23 (GMT) |
commit | efe61b3b44c0c391d4c11bd061e531f03bf8fb4a (patch) | |
tree | cf03410fd0031a617b23f645a27d953520b1cbf1 /src/network | |
parent | a985aaccfcaf2e24b7094875f2e6f51d80c45997 (diff) | |
download | Qt-efe61b3b44c0c391d4c11bd061e531f03bf8fb4a.zip Qt-efe61b3b44c0c391d4c11bd061e531f03bf8fb4a.tar.gz Qt-efe61b3b44c0c391d4c11bd061e531f03bf8fb4a.tar.bz2 |
Fixed poor utilization of depth buffer range in GL 2 paint engine.
Before this patch we were only able to do 20 or so IntersectClips before
failing, this patch instead adapts to the fixed point nature of typical
depth buffer implementations and lets us do ~2^15 IntersectClip
operations before failing, which should be a reasonable limit for any
real-world application.
Using the following mapping of old floating point depths to integer
depths:
-1.0 -> 0, -0.5 -> 1,
0.0 -> 2, 0.25 -> 3,
0.5 -> 4, 0.625 -> 5,
etc..
Reviewed-by: Tom
Diffstat (limited to 'src/network')
0 files changed, 0 insertions, 0 deletions