https://bugs.freedesktop.org/show_bug.cgi?id=80183

cgerlac...@gmail.com changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
             Status|RESOLVED                    |REOPENED
         Resolution|FIXED                       |---

--- Comment #9 from cgerlac...@gmail.com ---
I also observe this problem, but I have used a really new mesa version:
OpenGL 3.0 Mesa 10.5.3
Gallium 0.4 on llvmpipe (LLVM 3.6, 256 bits)

To get an impression how the clipping looks, I have attached some snapshots:
* snapshot_1.png: clipping is active (axis aligned clipping cube) and all
possibly clipped triangles are in the viewport -> clipping works as expected.
* snapshot_2.png/snapshot_3.png: after zooming in a little bit, most triangles
that have a clipped vertex are clipped completely.

Additional information:
* We do the clipping within a GLSL shader with gl_ClipVertex (not fixed
function).
* Reproducible on windows and linux llvmpipe version -> I did not expect any
difference, but who knows...
* Using nvidia hardware rendering with the same shader code looks correct.
* Because the clipping is working correct when all triangles are within the
viewport, I don't expect a shader problem.

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