http://bugs.freedesktop.org/show_bug.cgi?id=20129





--- Comment #9 from jsado_...@comcast.net  2009-03-03 03:05:47 PST ---
Oops, I made a mistake. I forgot that OGL_DISABLE(TEXTURE_2D) is a macro that
tests an internal variable before executing glDisble(GL_TEXTURE_2D). So, I
fixed the code to look like this instead of whats in my previous comment:

glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE2);
glDisable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
OGL_DISABLE(TEXTURE_2D);

And this doesn't fix the problem. So I don't think multitexturing has anything
to do with the problem. Sorry about leading people down the wrong track.

What I will do now is verify that the problem still exists with the latest
version of Mesa from the repository. Then I will attempt to whittle down the
game until I can come up with a simple test case that causes this behavior. I
think this is the best approach I can give. I attempted to understand the
radeon code in Mesa, but I am not familiar with graphics card architecture, and
since I don't have the hardware documentation, I really can't say which part
may be in error.


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