rsx: Implement QUAD_STRIP

- QUAD_STRIP evaluates to TRIANGLE_STRIP in memory. The memory layout is identical.
- The only difference between the two modes would be the primitive_ID but that doesnt matter on RSX
- Its worth noting that results will be different between the two modes if input vertices are non-coplanar for every set of N verts
This commit is contained in:
kd-11 2017-08-26 18:54:02 +03:00
parent e56d8db6a3
commit fe5828cb47
4 changed files with 5 additions and 5 deletions

View file

@ -19,7 +19,7 @@ namespace gl
case rsx::primitive_type::triangle_strip: return GL_TRIANGLE_STRIP;
case rsx::primitive_type::triangle_fan: return GL_TRIANGLE_FAN;
case rsx::primitive_type::quads: return GL_TRIANGLES;
case rsx::primitive_type::quad_strip: return GL_TRIANGLES;
case rsx::primitive_type::quad_strip: return GL_TRIANGLE_STRIP;
case rsx::primitive_type::polygon: return GL_TRIANGLES;
}
fmt::throw_exception("unknow primitive type" HERE);
@ -543,9 +543,9 @@ namespace gl
case rsx::primitive_type::triangles:
case rsx::primitive_type::triangle_strip:
case rsx::primitive_type::triangle_fan:
case rsx::primitive_type::quad_strip:
return true;
case rsx::primitive_type::quads:
case rsx::primitive_type::quad_strip:
case rsx::primitive_type::polygon:
return false;
}