Helo!
I'm not sure where we should handle the copying of the generated texture
coordinates. In case the vertex buffer overflows.
I think the line 165 of vbxform.c
in gl_reset_vb should be:
if ( VB->TexCoordPtr[0] == &IM->v.TexCoord[0])
COPY_4FV( IM->TexCoord[0][dst], IM->TexCoord[0][src] );
if ( VB->TexCoordPtr[1] == &IM->v.TexCoord[1])
COPY_4FV( IM->TexCoord[1][dst], IM->TexCoord[1][src] );
Instead of the original:
if ((flags & VERT_TEX0_ANY) &&
VB->TexCoordPtr[0] == &IM->v.TexCoord[0])
COPY_4FV( IM->TexCoord[0][dst], IM->TexCoord[0][src] );
if ((flags & VERT_TEX1_ANY) && co
VB->TexCoordPtr[1] == &IM->v.TexCoord[1])
COPY_4FV( IM->TexCoord[1][dst], IM->TexCoord[1][src] );
As the version above copies the generated texture coordinates also.
I've checked in this change. This fixes the program.
Miklos.
_______________________________________________
Mesa-bug maillist - [EMAIL PROTECTED]
http://lists.mesa3d.org/mailman/listinfo/mesa-bug
_______________________________________________
Mesa-dev maillist - [EMAIL PROTECTED]
http://lists.mesa3d.org/mailman/listinfo/mesa-dev