On Fri, 29 Mar 2002, Felix Kühling wrote:

> Hi,
> 
> when I move a gl window to the right and/or bottom edge of the screen,
> a one pixel wide line/row is not redrawn correctly. Sometimes parts of
> previous frames remain visible and even hide new stuff. It looks to me
> as if the z-buffer is not cleared in that line/row.

Actually, this is probably a problem with scissors/clipping.  If a polygon 
edge extends beyond the scissor a line is drawn along the scissor 
boundary.  I'll check it out.

> I can reproduce the problem with the xscreensaver circuit demo, quake2
> without fullscreen and quake1. Probably more non-fullscreen apps which
> draw till the edge of the window.
> 
> My color depth is 16 bits. I tried the resolutions 1152x864 and
> 1024x768. While I was experimenting with different color depths I saw
> some more problems. With 24 bits I see everything like through a mesh,
> but slightly different meshes in different parts of the screen. It is 
> black in the beginning but it can be overwritten by very close objects 
> like my own gun (sometimes) or the polygons drawn to flash the screen. 
> So it may be z-buffer related as well. With 15 bits colors look 
> strange. I guess the driver generates 16 bit colors and puts them on a 
> 15 bit screen. And in quake3 fullscreen the resolution is not changed. 
> I just get a small quake3 "window" in the bottom left corner of a black 
> screen. But that might be a problem in the Xvidmode extension, not the 
> DRI.
> 
> With 15 bits I have the same artefacts on the right/bottom edge. With 
> 24 bits ... I can't tell ;-)

Only 16 and 32 bit depths are currently supported.  32 bit is mostly
untested, I think.  I'm suprised you actually get direct rendering with 15
or 24, I thought it would be disabled.

-- 
Leif Delgass 
http://www.retinalburn.net


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