I don't know whether this is really a bug but i get distorted
textures when trying to render big quads located very far away from the
camera. I'm including a proggy that behaves that way on every Mesa
version i've tested (using the FXdriver on a Voodoo Graphics board).
The weird thing with this proggy is that it works fine with
Microsoft software-only driver and NVIDIA OpenGL (TNT board).
#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
/* Create checkerboard texture */
#define checkImageWidth 64
#define checkImageHeight 64
static GLubyte checkImage[checkImageHeight][checkImageWidth][4];
static GLubyte otherImage[checkImageHeight][checkImageWidth][4];
static GLuint texName[2];
void makeCheckImages(void)
{
int i, j, c;
for (i = 0; i < checkImageHeight; i++) {
for (j = 0; j < checkImageWidth; j++) {
c = ((((i&0x8)==0)^((j&0x8)==0)))*255;
checkImage[i][j][0] = (GLubyte) c;
checkImage[i][j][1] = (GLubyte) c;
checkImage[i][j][2] = (GLubyte) c;
checkImage[i][j][3] = (GLubyte) 255;
c = ((((i&0x10)==0)^((j&0x10)==0)))*255;
otherImage[i][j][0] = (GLubyte) c;
otherImage[i][j][1] = (GLubyte) 0;
otherImage[i][j][2] = (GLubyte) 0;
otherImage[i][j][3] = (GLubyte) 255;
}
}
}
void init(void)
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
makeCheckImages();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(2, texName);
glBindTexture(GL_TEXTURE_2D, texName[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth,
checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
checkImage);
glBindTexture(GL_TEXTURE_2D, texName[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth,
checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
otherImage);
glEnable(GL_TEXTURE_2D);
}
void display(void)
{
#define NUM_QUADS 32
#define DEG2RAD(x) ((x)*3.14159265358979323846/180.0)
#define RADIUS 100000000.0
static int i;
static double angle=0.0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D, texName[0]);
glRotatef(angle,0.0,1.0,0.0);
angle+=0.01;
for (i=0;i<NUM_QUADS;i++) {
#define X1 (RADIUS*0.9*cos(DEG2RAD(i*(360.0/NUM_QUADS))))
#define Z1 (RADIUS*0.9*sin(DEG2RAD(i*(360.0/NUM_QUADS))))
#define X2 (RADIUS*0.9*cos(DEG2RAD((i+1)*(360.0/NUM_QUADS))))
#define Z2 (RADIUS*0.9*sin(DEG2RAD((i+1)*(360.0/NUM_QUADS))))
glBegin(GL_QUADS);
glTexCoord2f(1.0,1.0); glVertex3f(X2, RADIUS/5.0, Z2);
glTexCoord2f(0.0,1.0); glVertex3f(X1, RADIUS/5.0, Z1);
glTexCoord2f(0.0,0.0); glVertex3f(X1, -RADIUS/5.0, Z1);
glTexCoord2f(1.0,0.0); glVertex3f(X2, -RADIUS/5.0, Z2);
glEnd();
}
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (GLfloat) w/(GLfloat) h, 1000.0, 100000000.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
/* ARGSUSED1 */
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
}
}
void idle(void)
{
glutPostRedisplay();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(640, 480);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
init();
glutReshapeFunc(reshape);
glutDisplayFunc(display);
glutKeyboardFunc (keyboard);
glutIdleFunc(idle);
glutMainLoop();
return 0;
}
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