> > Bad news: > That extra instruction causes texobj=NULL and therefore texture > corruption.
Looks like it indeed. This is caused by incorrectly enabling texture units based on inputs. Something like if(ctx->Texture.Unit[i].Enabled == 0) continue; in r300_setup_textures fixes it but performance loss is pretty great. I think this is because maos code fills dma regions with bad data as it never actually checks that user passed texcoords. AFAIK cases where program didnt pass vertex elements but vertex programs input wants it should either be left uncofigured or filled with default vector with no walk. Anyhow this is still a bit open as mesa doesnt configure render inputs based on vertex programs(my opinion is that it shouldnt either) and that too many test programs arent available. > > > Rune Petersen > -- Aapo Tahkola ------------------------------------------------------- SF email is sponsored by - The IT Product Guide Read honest & candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_ide95&alloc_id396&op=click -- _______________________________________________ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel