On Saturday 10 April 2010 22:43:40 Dave Airlie wrote: > On Sun, Apr 11, 2010 at 9:27 AM, Zack Rusin <za...@vmware.com> wrote:
Small typo: > > glColor4f(...); > > glBegin(primitive); > > glVertex(...); > > glVertex(...); > > glVertex(...); > > glEnd(); > > > >> Thus, the patch is not likely to be correct: you should instead either > >> program stride 0 to the hardware if supported, or fetch the vertex > >> attribute with the CPU > > > > Dave, jfyi, i implemented this a long time ago in svga, just search for > > zero_stride in there (svga_hw_update_zero_stride in particular), you > > should be able to almost simply copy&paste that code. > > Wierdly we've never hit this divide by zero with any piglit test or any > games except doom3, Either because you're ignoring/skipping the tests or were just lucky. Try glsl-vs-loop test in piglit, you'll notice the zero-stride buffer there. z _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev