http://bugs.freedesktop.org/show_bug.cgi?id=5721


[EMAIL PROTECTED] changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
             Status|NEW                         |RESOLVED
         Resolution|                            |NOTOURBUG




------- Comment #8 from [EMAIL PROTECTED]  2007-03-27 12:18 PST -------
(In reply to comment #6)
> Sorry for the bug hijacking; this isn't related to Doom 3 at all, but it could
> be the same bug. I'm not sure.
I don't think so. I'm pretty sure the issue with doom3 is a game bug (nobody
uses arb path really, so it's probably not that well tested). If you enable
CheckArrayBounds you can see (with some additional debug output) that exactly
at the places where it sometimes used to segfault some DrawRangeElements calls
are ignored because it tries to access array elements beyond the allocated
buffer. This happens ONLY with the arb path (with todays's mesa git fixes), and
I believe it's always due to the colorPointer buffer. I don't think there is
anything mesa can do about that (well other than always using array bounds
checking, which sucks and doesn't work if you don't use ARB_vbo anyway).
Thus closing this bug now. Open a new bug for your issues, but I'm afraid you
need to be more specific.

(In reply to comment #7)
> Sounds like a job for valgrind.  It'll be slow, but valgrind is probably the
> best tool for solving intermediate crashes/glitches.
I've actually tried that, but it's not practical for doom3 at least, simply
because it's way too slow - that and you need to filter the output a lot
because it detects tons of bogus things by mistake.


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