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https://bugs.freedesktop.org/show_bug.cgi?id=5721
------- Additional Comments From [EMAIL PROTECTED] 2006-11-23 06:17 -------
(In reply to comment #4)
> Created an attachment (id=7868)
--> (https://bugs.freedesktop.org/attachment.cgi?id=7868&action=view) [edit]
> insert an assertion to make the problem more apparent
I looked a bit closer but couldn't find anything which goes wrong. So I suspect
this is a bug in the doom3 arb render path, it seems to simply sometimes use a
(color) vertex buffer which does not contain all elements (given the stride)
it'll try to address. This (depending on how the buffers are laid out in memory)
usually just means random data will be used, but sometimes result in a segfault.
The spec only mentions "implementation dependant behaviour" in such a case, so
if that includes segfaults mesa's behaviour should be fine...
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