Hi,
I noticed some strange rendering artifacts with the Savage that are caused by very large texture coordinates on GL_REPEAT'ed textures. Very large means that it gets noticeable with texture coordinates >255 or <-256. A real world example that exhibits this problem is Torcs with the "Spring" track. Right at the start the effect can be seen very nicely. The track before the start line shows artifacts, directly after the start line everything looks fine.
My question is, should I consider such problems an application bug or would it be wise to implement a workaround? I was thinking of implementing a TNL pipeline stage that normalizes texture coordinates.
I was also wondering if other hardware has similar problems. I'm
attaching a small test program that demonstrates the effect and a
screenshot of what I get on my ProSavageDDR. With software rendering the
output is almost correct. Compile with
The mesa software rasterizer and a number of the hardware devices start giving odd looking results for very large texture coordinates. In the past we've treated it as an application issue and fixed the demos causing the problem.
If you the app takes things to extremes and start sending enormous texcoords, there's nothing we can do about it because there aren't enough bits left in a float to represent the fractional part of the coordinate. So at a certain point it has to be an application bug.
Keith
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