Roland Scheidegger wrote:
> Roland Scheidegger wrote:
>> Below's the backtrace from Mesa's cva test, which uses DrawElements. 
>> The same thing also happens with software mesa (once you get past 
>> cva's gl version check...).
> Ah. Looks like vbo_exec_DrawRangeElements needs to call bind_arrays()?
> With this change, DrawElements seems to work.
> I noticed some glitches, however. Sometimes there seem to be random 
> polygons around. For instance, quake3's intro screen gets (diagonally) 
> split in two, with only the bottom-left part being correct (the game 
> itself runs fine) - this happens with software mesa too. doom3 shows 
> some glitches too sometimes, and was a bit prone to segfaults. ut2k3 
> failed an assertion, presumably due to the too many vertices the driver 
> can handle (?), ut2003-bin: r200_ioctl.c:330: r200AllocDmaRegion: 
> Assertion `rmesa->dma.current.ptr <= rmesa->dma.current.end' failed.

These are almost certainly due to the issue I ran into yesterday - the 
tnl VB struct is a fixed size and may be smaller than the incoming 
arrays.  I'm toying with a couple of different approaches to this, 
ranging from quick and dirty to impossibly grandiose...

Keith

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