1*61046927SAndroid Build Coastguard Worker 2*61046927SAndroid Build Coastguard Worker Mesa 4.1 release notes 3*61046927SAndroid Build Coastguard Worker 4*61046927SAndroid Build Coastguard Worker October 29, 2002 5*61046927SAndroid Build Coastguard Worker 6*61046927SAndroid Build Coastguard Worker PLEASE READ!!!! 7*61046927SAndroid Build Coastguard Worker 8*61046927SAndroid Build Coastguard Worker 9*61046927SAndroid Build Coastguard Worker 10*61046927SAndroid Build Coastguard WorkerIntroduction 11*61046927SAndroid Build Coastguard Worker------------ 12*61046927SAndroid Build Coastguard Worker 13*61046927SAndroid Build Coastguard WorkerMesa uses an even/odd version number scheme like the Linux kernel. 14*61046927SAndroid Build Coastguard WorkerEven numbered versions (such as 4.0) designate stable releases. 15*61046927SAndroid Build Coastguard WorkerOdd numbered versions (such as 4.1) designate new developmental releases. 16*61046927SAndroid Build Coastguard Worker 17*61046927SAndroid Build Coastguard Worker 18*61046927SAndroid Build Coastguard WorkerNew Features in Mesa 4.1 19*61046927SAndroid Build Coastguard Worker------------------------ 20*61046927SAndroid Build Coastguard Worker 21*61046927SAndroid Build Coastguard WorkerNew extensions. Docs at http://oss.sgi.com/projects/ogl-sample/registry/ 22*61046927SAndroid Build Coastguard Worker 23*61046927SAndroid Build Coastguard WorkerGL_NV_vertex_program 24*61046927SAndroid Build Coastguard Worker 25*61046927SAndroid Build Coastguard Worker NVIDIA's vertex programming extension 26*61046927SAndroid Build Coastguard Worker 27*61046927SAndroid Build Coastguard WorkerGL_NV_vertex_program1_1 28*61046927SAndroid Build Coastguard Worker 29*61046927SAndroid Build Coastguard Worker A few features built on top of GL_NV_vertex_program 30*61046927SAndroid Build Coastguard Worker 31*61046927SAndroid Build Coastguard WorkerGL_ARB_window_pos 32*61046927SAndroid Build Coastguard Worker 33*61046927SAndroid Build Coastguard Worker This is the ARB-approved version of GL_MESA_window_pos 34*61046927SAndroid Build Coastguard Worker 35*61046927SAndroid Build Coastguard WorkerGL_ARB_depth_texture 36*61046927SAndroid Build Coastguard Worker 37*61046927SAndroid Build Coastguard Worker This is the ARB-approved version of GL_SGIX_depth_texture. 38*61046927SAndroid Build Coastguard Worker It allows depth (Z buffer) data to be stored in textures. 39*61046927SAndroid Build Coastguard Worker This is used by GL_ARB_shadow 40*61046927SAndroid Build Coastguard Worker 41*61046927SAndroid Build Coastguard WorkerGL_ARB_shadow 42*61046927SAndroid Build Coastguard Worker 43*61046927SAndroid Build Coastguard Worker Shadow mapping with depth textures. 44*61046927SAndroid Build Coastguard Worker This is the ARB-approved version of GL_SGIX_shadow. 45*61046927SAndroid Build Coastguard Worker 46*61046927SAndroid Build Coastguard WorkerGL_ARB_shadow_ambient 47*61046927SAndroid Build Coastguard Worker 48*61046927SAndroid Build Coastguard Worker Allows one to specify the luminance of shadowed pixels. 49*61046927SAndroid Build Coastguard Worker This is the ARB-approved version of GL_SGIX_shadow_ambient. 50*61046927SAndroid Build Coastguard Worker 51*61046927SAndroid Build Coastguard WorkerGL_EXT_shadow_funcs 52*61046927SAndroid Build Coastguard Worker 53*61046927SAndroid Build Coastguard Worker Extends the set of GL_ARB_shadow texture comparision functions to 54*61046927SAndroid Build Coastguard Worker include all eight of standard OpenGL dept-test functions. 55*61046927SAndroid Build Coastguard Worker 56*61046927SAndroid Build Coastguard WorkerGL_ARB_point_parameters 57*61046927SAndroid Build Coastguard Worker 58*61046927SAndroid Build Coastguard Worker This is basically the same as GL_EXT_point_parameters. 59*61046927SAndroid Build Coastguard Worker 60*61046927SAndroid Build Coastguard WorkerGL_ARB_texture_env_crossbar 61*61046927SAndroid Build Coastguard Worker 62*61046927SAndroid Build Coastguard Worker Allows any texture combine stage to reference any texture source unit. 63*61046927SAndroid Build Coastguard Worker 64*61046927SAndroid Build Coastguard WorkerGL_NV_point_sprite 65*61046927SAndroid Build Coastguard Worker 66*61046927SAndroid Build Coastguard Worker For rendering points as textured quads. Useful for particle effects. 67*61046927SAndroid Build Coastguard Worker 68*61046927SAndroid Build Coastguard WorkerGL_NV_texture_rectangle (new in 4.0.4 actually) 69*61046927SAndroid Build Coastguard Worker 70*61046927SAndroid Build Coastguard Worker Allows one to use textures with sizes that are not powers of two. 71*61046927SAndroid Build Coastguard Worker Note that mipmapping and several texture wrap modes are not allowed. 72*61046927SAndroid Build Coastguard Worker 73*61046927SAndroid Build Coastguard WorkerGL_EXT_multi_draw_arrays 74*61046927SAndroid Build Coastguard Worker 75*61046927SAndroid Build Coastguard Worker Allows arrays of vertex arrays to be rendered with one call. 76*61046927SAndroid Build Coastguard Worker 77*61046927SAndroid Build Coastguard WorkerGL_EXT_stencil_two_side 78*61046927SAndroid Build Coastguard Worker 79*61046927SAndroid Build Coastguard Worker Separate stencil modes for front and back-facing polygons. 80*61046927SAndroid Build Coastguard Worker 81*61046927SAndroid Build Coastguard WorkerGLX_SGIX_fbconfig & GLX_SGIX_pbuffer 82*61046927SAndroid Build Coastguard Worker 83*61046927SAndroid Build Coastguard Worker Off-screen rendering support. 84*61046927SAndroid Build Coastguard Worker 85*61046927SAndroid Build Coastguard WorkerGL_ATI_texture_mirror_once 86*61046927SAndroid Build Coastguard Worker 87*61046927SAndroid Build Coastguard Worker Adds two new texture wrap modes: GL_MIRROR_CLAMP_ATI and 88*61046927SAndroid Build Coastguard Worker GL_MIRROR_CLAMP_TO_EDGE_ATI. 89*61046927SAndroid Build Coastguard Worker 90*61046927SAndroid Build Coastguard Worker 91*61046927SAndroid Build Coastguard Worker 92*61046927SAndroid Build Coastguard WorkerDevice Driver Status 93*61046927SAndroid Build Coastguard Worker-------------------- 94*61046927SAndroid Build Coastguard Worker 95*61046927SAndroid Build Coastguard WorkerA number of Mesa's software drivers haven't been actively maintained for 96*61046927SAndroid Build Coastguard Workersome time. We rely on volunteers to maintain many of these drivers. 97*61046927SAndroid Build Coastguard WorkerHere's the current status of all included drivers: 98*61046927SAndroid Build Coastguard Worker 99*61046927SAndroid Build Coastguard Worker 100*61046927SAndroid Build Coastguard WorkerDriver Status 101*61046927SAndroid Build Coastguard Worker---------------------- --------------------- 102*61046927SAndroid Build Coastguard WorkerXMesa (Xlib) implements OpenGL 1.3 103*61046927SAndroid Build Coastguard WorkerOSMesa (off-screen) implements OpenGL 1.3 104*61046927SAndroid Build Coastguard WorkerFX (3dfx Voodoo1/2) implements OpenGL 1.3 105*61046927SAndroid Build Coastguard WorkerSVGA implements OpenGL 1.3 106*61046927SAndroid Build Coastguard WorkerWind River UGL implements OpenGL 1.3 107*61046927SAndroid Build Coastguard WorkerWindows/Win32 implements OpenGL 1.3 108*61046927SAndroid Build Coastguard WorkerDOS/DJGPP implements OpenGL 1.3 109*61046927SAndroid Build Coastguard WorkerGGI implements OpenGL 1.3 110*61046927SAndroid Build Coastguard WorkerBeOS needs updating (underway) 111*61046927SAndroid Build Coastguard WorkerAllegro needs updating 112*61046927SAndroid Build Coastguard WorkerD3D needs updating 113*61046927SAndroid Build Coastguard WorkerDOS needs updating 114*61046927SAndroid Build Coastguard Worker 115*61046927SAndroid Build Coastguard Worker 116*61046927SAndroid Build Coastguard Worker 117*61046927SAndroid Build Coastguard WorkerNew features in GLUT 118*61046927SAndroid Build Coastguard Worker-------------------- 119*61046927SAndroid Build Coastguard Worker 120*61046927SAndroid Build Coastguard Worker1. Frames per second printing 121*61046927SAndroid Build Coastguard Worker 122*61046927SAndroid Build Coastguard Worker GLUT now looks for an environment variable called "GLUT_FPS". If it's 123*61046927SAndroid Build Coastguard Worker set, GLUT will print out a frames/second statistic to stderr when 124*61046927SAndroid Build Coastguard Worker glutSwapBuffers() is called. By default, frames/second is computed 125*61046927SAndroid Build Coastguard Worker and displayed once every 5 seconds. You can specify a different 126*61046927SAndroid Build Coastguard Worker interval (in milliseconds) when you set the env var. For example 127*61046927SAndroid Build Coastguard Worker 'export GLUT_FPS=1000' or 'setenv GLUT_FPS 1000' will set the interval 128*61046927SAndroid Build Coastguard Worker to one second. 129*61046927SAndroid Build Coastguard Worker 130*61046927SAndroid Build Coastguard Worker NOTE: the demo or application must call the glutInit() function for 131*61046927SAndroid Build Coastguard Worker this to work. Otherwise, the env var will be ignored. 132*61046927SAndroid Build Coastguard Worker 133*61046927SAndroid Build Coastguard Worker Finally, this feature may not be reliable in multi-window programs. 134*61046927SAndroid Build Coastguard Worker 135*61046927SAndroid Build Coastguard Worker 136*61046927SAndroid Build Coastguard Worker2. glutGetProcAddress() function 137*61046927SAndroid Build Coastguard Worker 138*61046927SAndroid Build Coastguard Worker The new function: 139*61046927SAndroid Build Coastguard Worker 140*61046927SAndroid Build Coastguard Worker void *glutGetProcAddress(const char *procName) 141*61046927SAndroid Build Coastguard Worker 142*61046927SAndroid Build Coastguard Worker is a wrapper for glXGetProcAddressARB() and wglGetProcAddress(). It 143*61046927SAndroid Build Coastguard Worker lets you dynamically get the address of an OpenGL function at runtime. 144*61046927SAndroid Build Coastguard Worker The GLUT_API_VERSION has been bumped to 5, but I haven't bumped the 145*61046927SAndroid Build Coastguard Worker GLUT version number from 3.7 since that's probably Mark Kilgard's role. 146*61046927SAndroid Build Coastguard Worker 147*61046927SAndroid Build Coastguard Worker This function should probably also be able to return the address of 148*61046927SAndroid Build Coastguard Worker GLUT functions themselves, but it doesn't do that yet. 149*61046927SAndroid Build Coastguard Worker 150*61046927SAndroid Build Coastguard Worker 151*61046927SAndroid Build Coastguard Worker 152*61046927SAndroid Build Coastguard WorkerXXX Things To Do Yet XXXX 153*61046927SAndroid Build Coastguard Worker------------------------- 154*61046927SAndroid Build Coastguard Worker 155*61046927SAndroid Build Coastguard Workerisosurf with vertex program exhibits some missing triangles (probably 156*61046927SAndroid Build Coastguard Workerwhen recycling the vertex buffer for long prims). 157*61046927SAndroid Build Coastguard Worker 158*61046927SAndroid Build Coastguard Worker 159*61046927SAndroid Build Coastguard Worker 160*61046927SAndroid Build Coastguard WorkerPorting Info 161*61046927SAndroid Build Coastguard Worker------------ 162*61046927SAndroid Build Coastguard Worker 163*61046927SAndroid Build Coastguard WorkerIf you're porting a DRI or other driver from Mesa 4.0.x to Mesa 4.1 here 164*61046927SAndroid Build Coastguard Workerare some things to change: 165*61046927SAndroid Build Coastguard Worker 166*61046927SAndroid Build Coastguard Worker1. ctx->Texture._ReallyEnabled is obsolete. 167*61046927SAndroid Build Coastguard Worker 168*61046927SAndroid Build Coastguard Worker Since there are now 5 texture targets (1D, 2D, 3D, cube and rect) that 169*61046927SAndroid Build Coastguard Worker left room for only 6 units (6*5 < 32) in this field. 170*61046927SAndroid Build Coastguard Worker This field is being replaced by ctx->Texture._EnabledUnits which has one 171*61046927SAndroid Build Coastguard Worker bit per texture unit. If the bit k of _EnabledUnits is set, that means 172*61046927SAndroid Build Coastguard Worker ctx->Texture.Unit[k]._ReallyEnabled is non-zero. You'll have to look at 173*61046927SAndroid Build Coastguard Worker ctx->Texture.Unit[k]._ReallyEnabled to learn if the 1D, 2D, 3D, cube or 174*61046927SAndroid Build Coastguard Worker rect texture is enabled for unit k. 175*61046927SAndroid Build Coastguard Worker 176*61046927SAndroid Build Coastguard Worker This also means that the constants TEXTURE1_*, TEXTURE2_*, etc are 177*61046927SAndroid Build Coastguard Worker obsolete. 178*61046927SAndroid Build Coastguard Worker 179*61046927SAndroid Build Coastguard Worker The tokens TEXTURE0_* have been replaced as well (since there's no 180*61046927SAndroid Build Coastguard Worker significance to the "0" part: 181*61046927SAndroid Build Coastguard Worker 182*61046927SAndroid Build Coastguard Worker old token new token 183*61046927SAndroid Build Coastguard Worker TEXTURE0_1D TEXTURE_1D_BIT 184*61046927SAndroid Build Coastguard Worker TEXTURE0_2D TEXTURE_2D_BIT 185*61046927SAndroid Build Coastguard Worker TEXTURE0_3D TEXTURE_3D_BIT 186*61046927SAndroid Build Coastguard Worker TEXTURE0_CUBE TEXTURE_CUBE_BIT 187*61046927SAndroid Build Coastguard Worker <none> TEXTURE_RECT_BIT 188*61046927SAndroid Build Coastguard Worker 189*61046927SAndroid Build Coastguard Worker These tokens are only used for the ctx->Texture.Unit[i].Enabled and 190*61046927SAndroid Build Coastguard Worker ctx->Texture.Unit[i]._ReallyEnabled fields. Exactly 0 or 1 bits will 191*61046927SAndroid Build Coastguard Worker be set in _ReallyEnabled at any time! 192*61046927SAndroid Build Coastguard Worker 193*61046927SAndroid Build Coastguard Worker Q: "What's the purpose of Unit[i].Enabled vs Unit[i]._ReallyEnabled?" 194*61046927SAndroid Build Coastguard Worker A: The user can enable GL_TEXTURE_1D, GL_TEXTURE_2D, etc for any 195*61046927SAndroid Build Coastguard Worker texure unit all at once (an unusual thing to do). 196*61046927SAndroid Build Coastguard Worker OpenGL defines priorities that basically say GL_TEXTURE_2D has 197*61046927SAndroid Build Coastguard Worker higher priority than GL_TEXTURE_1D, etc. Also, just because a 198*61046927SAndroid Build Coastguard Worker texture target is enabled by the user doesn't mean we'll actually 199*61046927SAndroid Build Coastguard Worker use that texture! If a texture object is incomplete (missing mip- 200*61046927SAndroid Build Coastguard Worker map levels, etc) it's as if texturing is disabled for that target. 201*61046927SAndroid Build Coastguard Worker The _ReallyEnabled field will have a bit set ONLY if the texture 202*61046927SAndroid Build Coastguard Worker target is enabled and complete. This spares the driver writer from 203*61046927SAndroid Build Coastguard Worker examining a _lot_ of GL state to determine which texture target is 204*61046927SAndroid Build Coastguard Worker to be used. 205*61046927SAndroid Build Coastguard Worker 206*61046927SAndroid Build Coastguard Worker 207*61046927SAndroid Build Coastguard Worker2. Tnl tokens changes 208*61046927SAndroid Build Coastguard Worker 209*61046927SAndroid Build Coastguard Worker During the implementation of GL_NV_vertex_program some of the vertex 210*61046927SAndroid Build Coastguard Worker buffer code was changed. Specifically, the VERT_* bits defined in 211*61046927SAndroid Build Coastguard Worker tnl/t_context.h have been renamed to better match the conventions of 212*61046927SAndroid Build Coastguard Worker GL_NV_vertex_program. The old names are still present but obsolete. 213*61046927SAndroid Build Coastguard Worker Drivers should use the newer names. 214*61046927SAndroid Build Coastguard Worker 215*61046927SAndroid Build Coastguard Worker For example: VERT_RGBA is now VERT_BIT_COLOR0 and 216*61046927SAndroid Build Coastguard Worker VERT_SPEC_RGB is now VERT_BIT_COLOR1. 217*61046927SAndroid Build Coastguard Worker 218*61046927SAndroid Build Coastguard Worker 219*61046927SAndroid Build Coastguard Worker 220*61046927SAndroid Build Coastguard Worker3. Read/Draw Buffer changes 221*61046927SAndroid Build Coastguard Worker 222*61046927SAndroid Build Coastguard Worker The business of setting the current read/draw buffers in Mesa 4.0.x 223*61046927SAndroid Build Coastguard Worker was complicated. It's much simpler now in Mesa 4.1. 224*61046927SAndroid Build Coastguard Worker 225*61046927SAndroid Build Coastguard Worker Here are the changes: 226*61046927SAndroid Build Coastguard Worker 227*61046927SAndroid Build Coastguard Worker - Renamed ctx->Color.DrawDestMask to ctx->Color._DrawDestMask 228*61046927SAndroid Build Coastguard Worker - Removed ctx->Color.DriverDrawBuffer 229*61046927SAndroid Build Coastguard Worker - Removed ctx->Pixel.DriverReadBuffer 230*61046927SAndroid Build Coastguard Worker - Removed ctx->Color.MultiDrawBuffer 231*61046927SAndroid Build Coastguard Worker - Removed ctx->Driver.SetDrawBuffer() 232*61046927SAndroid Build Coastguard Worker - Removed swrast->Driver.SetReadBuffer(). 233*61046927SAndroid Build Coastguard Worker - Added ctx->Color._DrawDestMask - a bitmask of FRONT/BACK_LEFT/RIGHT_BIT 234*61046927SAndroid Build Coastguard Worker values to indicate the current draw buffers. 235*61046927SAndroid Build Coastguard Worker - Added ctx->Pixel._ReadSrcMask to indicate the source for pixel reading. 236*61046927SAndroid Build Coastguard Worker The value is _one_ of the FRONT/BACK_LEFT/RIGHT_BIT values. 237*61046927SAndroid Build Coastguard Worker - Added ctx->Driver.DrawBuffer() and ctx->Driver.ReadBuffer(). 238*61046927SAndroid Build Coastguard Worker These functions exactly correspond to glDrawBuffer and glReadBuffer calls. 239*61046927SAndroid Build Coastguard Worker Many drivers will set ctx->Driver.DrawBuffer = _swrast_DrawBuffer and 240*61046927SAndroid Build Coastguard Worker leave ctx->Draw.ReadBuffer NULL. 241*61046927SAndroid Build Coastguard Worker DRI drivers should implement their own function for ctx->Driver.DrawBuffer 242*61046927SAndroid Build Coastguard Worker and use it to set the current hardware drawing buffer. You'll probably 243*61046927SAndroid Build Coastguard Worker also want to check for GL_FRONT_AND_BACK mode and fall back to software. 244*61046927SAndroid Build Coastguard Worker Call _swrast_DrawBuffer() too, to update the swrast state. 245*61046927SAndroid Build Coastguard Worker - Added swrast->Driver.SetBuffer(). 246*61046927SAndroid Build Coastguard Worker This function should be implemented by all device drivers that use swrast. 247*61046927SAndroid Build Coastguard Worker Mesa will call it to specify the buffer to use for span reading AND 248*61046927SAndroid Build Coastguard Worker writing and point/line/triangle rendering. 249*61046927SAndroid Build Coastguard Worker There should be no confusion between current read or draw buffer anymore. 250*61046927SAndroid Build Coastguard Worker - Added swrast->CurrentBuffer to indicate which color buffer to read/draw. 251*61046927SAndroid Build Coastguard Worker Will be FRONT_LEFT_BIT, BACK_LEFT_BIT, FRONT_RIGHT_BIT or BACK_RIGHT_BIT. 252*61046927SAndroid Build Coastguard Worker This value is usually passed to swrast->Driver.SetBuffer(). 253*61046927SAndroid Build Coastguard Worker 254*61046927SAndroid Build Coastguard Worker 255*61046927SAndroid Build Coastguard Worker4. _mesa_create_context() changes. This function now takes a pointer to 256*61046927SAndroid Build Coastguard Worker a __GLimports object. The __GLimports structure contains function 257*61046927SAndroid Build Coastguard Worker pointers to system functions like fprintf(), malloc(), etc. 258*61046927SAndroid Build Coastguard Worker The _mesa_init_default_imports() function can be used to initialize 259*61046927SAndroid Build Coastguard Worker a __GLimports object. Most device drivers (like the DRI drivers) 260*61046927SAndroid Build Coastguard Worker should use this. 261*61046927SAndroid Build Coastguard Worker 262*61046927SAndroid Build Coastguard Worker 263*61046927SAndroid Build Coastguard Worker5. In tnl's struct vertex_buffer, the field "ProjectedClipCoords" 264*61046927SAndroid Build Coastguard Worker has been replaced by "NdcPtr" to better match the OpenGL spec's 265*61046927SAndroid Build Coastguard Worker terminology. 266*61046927SAndroid Build Coastguard Worker 267*61046927SAndroid Build Coastguard Worker 268*61046927SAndroid Build Coastguard Worker6. Since GL_EXT_stencil_two_side has been implemented, many of the 269*61046927SAndroid Build Coastguard Worker ctx->Stencil fields are now 2-element arrays. For example, 270*61046927SAndroid Build Coastguard Worker "GLenum Ref" is now "GLenum Ref[2]" The [0] elements are the front-face 271*61046927SAndroid Build Coastguard Worker values and the [1] elements are the back-face values. 272*61046927SAndroid Build Coastguard Worker ctx->Stencil.ActiveFace is 0 or 1 to indicate the current face for 273*61046927SAndroid Build Coastguard Worker the glStencilOp/Func/Mask() functions. 274*61046927SAndroid Build Coastguard Worker ctx->Stencil.TestTwoSide controls whether or not 1 or 2-sided stenciling 275*61046927SAndroid Build Coastguard Worker is enabled. 276*61046927SAndroid Build Coastguard Worker 277*61046927SAndroid Build Coastguard Worker 278*61046927SAndroid Build Coastguard Worker7. Removed ctx->Polygon._OffsetAny. Removed ctx->Polygon.OffsetMRD. 279*61046927SAndroid Build Coastguard Worker 280*61046927SAndroid Build Coastguard Worker 281*61046927SAndroid Build Coastguard Worker8. GLfloat / GLchan changes: 282*61046927SAndroid Build Coastguard Worker 283*61046927SAndroid Build Coastguard Worker - Changed ctx->Driver.ClearColor() to take GLfloat[4] instead of GLchan[4]. 284*61046927SAndroid Build Coastguard Worker ctx->Color.ClearColor is now GLfloat[4] too. 285*61046927SAndroid Build Coastguard Worker - Changed ctx->Driver.AlphaRef() to take GLfloat instead of GLchan. 286*61046927SAndroid Build Coastguard Worker - ctx->Color.AlphaRef is now GLfloat. 287*61046927SAndroid Build Coastguard Worker - texObj->BorderColor is now GLfloat[4]. texObj->_BorderChan is GLchan[4]. 288*61046927SAndroid Build Coastguard Worker 289*61046927SAndroid Build Coastguard Worker This is part of an effort to remove all GLchan types from core Mesa so 290*61046927SAndroid Build Coastguard Worker that someday we can support 8, 16 and 32-bit color channels dynamically 291*61046927SAndroid Build Coastguard Worker at runtime, instead of at compile-time. 292*61046927SAndroid Build Coastguard Worker 293*61046927SAndroid Build Coastguard Worker 294*61046927SAndroid Build Coastguard Worker9. GLboolean ctx->Tranform.ClipEnabled[MAX_CLIP_PLANES] has been replaced 295*61046927SAndroid Build Coastguard Worker by GLuint ctx->Transform.ClipPlanesEnabled. The later is a bitfield. 296*61046927SAndroid Build Coastguard Worker 297*61046927SAndroid Build Coastguard Worker 298*61046927SAndroid Build Coastguard Worker10. There's a new matrix_stack type in mtypes.h used for the Modelview, 299*61046927SAndroid Build Coastguard Worker Projection, Color and Texcoord matrix stacks. 300*61046927SAndroid Build Coastguard Worker 301*61046927SAndroid Build Coastguard Worker 302*61046927SAndroid Build Coastguard Worker11. The ctx->Current.* fields have changed a lot. Now, there's a 303*61046927SAndroid Build Coastguard Worker ctx->Current.Attrib[] array for all vertex attributes which matches 304*61046927SAndroid Build Coastguard Worker the NV vertex program conventions. 305*61046927SAndroid Build Coastguard Worker 306*61046927SAndroid Build Coastguard Worker 307*61046927SAndroid Build Coastguard Worker---------------------------------------------------------------------- 308