I saw a similar problem in torcs. First I thought it was just a problem with too little z-buffer accuracy. But when you look closely you see that the polygon is too bright.
http://www.dd.chalmers.se/~kuhlfeli/torcsbug.jpg On Mon, 15 Jul 2002 19:08:29 -0400 (EDT) Leif Delgass <[EMAIL PROTECTED]> wrote: > I forgot to mention that commenting out the fallback primitive functions > didn't have an effect. > > On Mon, 15 Jul 2002, Leif Delgass wrote: > > > Here's a couple screenshots of the multitexture bug in quake3 lightmap > > mode (two slightly different angles): > > > > http://retinalburn.net/linux/q3a-bug1.jpg > > http://retinalburn.net/linux/q3a-bug2.jpg > > > > > > -- > Leif Delgass > http://www.retinalburn.net > > > > ------------------------------------------------------- > This sf.net email is sponsored by: Jabber - The world's fastest growing > real-time communications platform! Don't just IM. Build it in! > http://www.jabber.com/osdn/xim > _______________________________________________ > Dri-devel mailing list > [EMAIL PROTECTED] > https://lists.sourceforge.net/lists/listinfo/dri-devel > > __\|/__ ___ ___ ___ __Tschüß_______\_6 6_/___/__ \___/__ \___/___\___You can do anything,___ _____Felix_______\Ä/\ \_____\ \_____\ \______U___just not everything____ [EMAIL PROTECTED] >o<__/ \___/ \___/ at the same time! ------------------------------------------------------- This sf.net email is sponsored by: Jabber - The world's fastest growing real-time communications platform! Don't just IM. Build it in! http://www.jabber.com/osdn/xim _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel