Keith wrote:
| Joe - I've just committed a fix for lighting in the presence of display
| lists, gl_normalize and modelview matrices involving a scale component. 
| If this is you, you may want to check if you problem is solved.  If not,
| can you send a little more information (a demo!) about your exact (a
| demo!) rendering environment (a demo!).  
| 
| I think a demo is the best way, it certainly makes life easier than
| trying to reverse engineer a monolithic, closed-source, compiled, large
| game.


Another approach is to capture bugs in the form of test cases for a
test suite.  That way, as long as you rerun the test suite
periodically, you can make sure that the bugs never return.

For those who don't know, I've been developing a framework for OpenGL
testing, and the first alpha release (with just a few demonstration
tests to show how it works) is now on mesa3d.org:

        http://www.mesa3d.org/glean/

I've applied lessons learned by both the OpenGL conformance-testing
team and the high-end graphics group while I was at SGI, so I think
the basic design is sound.  However, there's plenty of opportunity to
add to the suite, and I encourage everyone to add test cases for
whatever features are most important to you.  You can send code to
[EMAIL PROTECTED] .

By the way, Jim Bushnell volunteered to help port the suite to Windows
starting next week.  Once that's done, maybe I'll hold a contest.  How
about US$50 for each of the three best new additions to the suite? :-)

Allen


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