Brian Paul wrote:
> 
> [EMAIL PROTECTED] wrote:
> >
> > On 18-Nov-99 [EMAIL PROTECTED] wrote:
> > >
> > > However, "DrawArrays" is broken anyway. It doesn't use the Z-values
> > > from the vertex array on startup. When you switch to eg. DrawElements
> > > and then back to DrawArrays it's ok, but just start my testprogram
> > > (previous mail), and the plane is centered at z=0... should be at z=1.
> > > (You can increase the z values in the vertexarray to make it even easier
> > > to notice)
> > > I see "Obj size: 2" in output from "MESA_VERBOSE=VERBOSE_IMMEDIATE"
> > > instead of "Obj size: 3"...
> >
> > Here is a fix for that problem also, but I really not sure if it is the
> > right way to fix it... so probably Keith should take a look at this.
> >
> > --- varray.c.orig       Thu Nov 18 14:11:12 1999
> > +++ varray.c    Thu Nov 18 15:07:02 1999
> > @@ -583,6 +583,10 @@
> >        VB->Material = IM->Material;
> >        VB->BoundsPtr = 0;
> >
> > +      /* !!! Quick fix... is this OK ???
> > +       * What about ctx->Array.Vertex.Type ??? */
> > +      IM->v.Obj.size = ctx->Array.Vertex.Size;
> > +
> >        while (remaining > 0) {
> >           GLint vbspace = VB_MAX - VB_START;
> >          GLuint count, n;
> > @@ -669,6 +673,7 @@
> >           /* Transform and render.
> >           */
> >           gl_run_pipeline( VB );
> > +        gl_flush_vb( ctx, "DrawArrays" );
> >          gl_reset_vb( VB );
> >
> >          ctx->Array.Flag[count] = ctx->Array.Flags;
> >
> > --------------------------------------------------
> > (this includes the old fix)
> >
> > Andree
> 
> I'm not sure this is the right fix either but it solved a problem I
> had just found too!  I've checked in the change to both Mesa branches.
> 
> Keith, let us know if this is right.

It's not appropriate to put a flush in that position - there shouldn't be
anything to flush, you may even have ended up rendering the buffer twice.  I've
put a reset call at the tail of the loop and committed that change.  It fixes the
demo, but I don't know about your problem.  Can you check?

Keith


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

Reply via email to