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 _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel