On Mon, 2004-03-01 at 19:23, Brian Paul wrote:
MickaÃl Cornet wrote:
Le samedi 28 FÃvrier 2004 14:16, Michel DÃnzer a Ãcrit :
The ball shadows are white, and I get lots of
Mesa implementation error: User called no-op dispatch function (not part of Mesa subset?) Please report to the Mesa bug database at www.mesa3d.org
Is this a BillardGL bug? If not, how can I track it down?
I've got same problems with my savage TwisterK.
It would be informative to put a breakpoint in the generic_noop() function (from Mesa/src/main/state.c) and get a stack trace from gdb.
Breakpoint 1, 0x0f5fe71c in generic_noop () from /usr/local/X11R6-DRI/lib/modules/dri/r200_dri.so (gdb) bt #0 0x0f5fe71c in generic_noop () from /usr/local/X11R6-DRI/lib/modules/dri/r200_dri.so #1 0x0ff34488 in glBlendFunc (sfactor=770, dfactor=771) at glapitemp.h:1258 #2 0x100209f8 in ?? ()
I think I've found the problem. I think the problem occurs when BillardGL compiles a glBlendFunc() call into a display list.
When Ian did the BlendFunc -> BlendFuncSeparate changes he yanked the code that setup a dispatch table entry for BlendFunc for display list compilation. I've plugged in _mesa_BlendFunc which will loop back to save_BlendFuncSeparate().
Do a CVS update and see what happens. My own test program works now.
-Brian
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