>
> 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


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