On Sat, Jun 25, 2016 at 4:54 PM, Alejandro Piñeiro <apinhe...@igalia.com> wrote: > In theory they don't overdrawn. The test has a square formed by N > non-overlapping triangles. With just one call to glDrawRangeElements, > this always works. But if we split it in M subsets, so M calls to > glDrawRangeElements with N/M triangles per call, with low resolutions > and a high amount of triangles, some texels start to fail. And not > always the same amount of texels (so as you mentioned, undefined > territory). Although it is a guess, I assume that is cause for artifacts > on the triangle borders when drawing with so low resolution.
Perhaps this is somehow related to this bug: https://bugs.freedesktop.org/show_bug.cgi?id=96624 There a texture problem shows up after one of glDrawRangeElements calls with a lot of primitives. Gražvydas _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev