My program is failing in glDrawElements,
I have found out that:

It appears that clipTEX0_RGBA0 is called with
VB->TexCoordPtr[0]->data pointing to the
texture coordinate data I originally gave
as a parameter to glTexCoordPointer.

This means bad things because the clippings
certainly don't fit into my array.

At the point of the failure the VB
seems to be the ctx->CVA.VB which
is present at the glDrawElements level.

The call stack is:

clipTEX0_RGBA0(vertex_buffer * 0x0700fe4c, 
        unsigned int 0x00000bb8, float 0.350644, 
        unsigned int 0x00000015, unsigned int 0x00000014) line 95 + 307 bytes
viewclip_polygon_4(vertex_buffer * 0x0700fe4c,
         unsigned int 0x00000003, unsigned int * 0x008c36ec,
         unsigned char 0x10) line 165 + 663 bytes
fxRenderClippedTriangle2(vertex_buffer * 0x0700fe4c, 
        unsigned int 0x00000014, unsigned int 0x00000015, 
        unsigned int 0x00000016) line 89 + 35 bytes
cva_render_trisRGBA(vertex_buffer * 0x0700fe4c,
         vertex_buffer * 0x009f0c94, const gl_prim_state * 0x10175470,
         unsigned int 0x00000003, unsigned int 0x0000004b) line 155 + 30 bytes
fxDDMergeAndRender(vertex_buffer * 0x009f0c94) line 437 + 23 bytes
gl_run_pipeline(vertex_buffer * 0x009f0c94) line 478 + 12 bytes
gl_execute_cassette(gl_context * 0x008f15c0, immediate * 0x00904aa0)
line 879 + 9 bytes
gl_cva_compile_cassette(gl_context * 0x008f15c0, immediate * 0x00904aa0)
line 786 + 13 bytes
gl_maybe_transform_vb(immediate * 0x00904aa0) line 71 + 13 bytes
draw_elt_uint(gl_context * 0x008f15c0, int 0x00000004,
         unsigned int * 0x01311b48, unsigned int 0x00000114) line 852 + 263
bytes
glDrawElements(int 0x00000004, int 0x00000114,
         int 0x00001405, void * 0x01311908) line 974 + 21 bytes


and the flags for the vector4f for texcoords are 0x140
(=bad stride + not writeable, which are both true...)

Of course the problem does not show up at the first
call to draw elements, and the program where it happens
has > 60000 lines of code...



                Eero


_______________________________________________
Mesa-dev maillist  -  [EMAIL PROTECTED]
http://lists.mesa3d.org/mailman/listinfo/mesa-dev

Reply via email to