Hi,

There seems to be a bug (or two) in libagl array.cpp

It seems that glDrawArrays never clears the vertex cache, resulting in
multiple calls to glDrawArrays (drawing GL_TRIANGLE_STRIPS for
example) drawing extra phantom triangles. The same code works fine on
all real devices tested (G1, N1, DROID).

A work around for this appears to be to start and end each triangle
strip with a degenerate-triangle

Also there triangle-strips seem to miss out one triangle when there
are more than approx 137 vetrices in the array. (it is an interleaved
array of two vertex floats and two texture floats). Again this code
works fine on all 3 of the devices listed above.

A work arround for this is to split the the array into small 130
vertex chunks.

Are these known bugs? Are there fixes in the pipeline, and if not
where should I report them?


Cheers,
Keean.

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