http://bugs.freedesktop.org/show_bug.cgi?id=11956

           Summary: drawing a line 2.0px in width has incorrect offset
           Product: Mesa
           Version: unspecified
          Platform: x86 (IA32)
        OS/Version: Linux (All)
            Status: NEW
          Severity: normal
          Priority: medium
         Component: Mesa core
        AssignedTo: [email protected]
        ReportedBy: [EMAIL PROTECTED]


Hi, when using blender3d with Mesa's libGL.so I notice a display problem that
isnt present with NVidia's or ATI's drivers.

http://members.optusnet.com.au/cjbarton/mesabug.png

This looks to be a bug in Mesa's line drawing function since blender uses it to
draw the outline.

Note that mesa has done this for a long time, and older versions had this
problem also.

The example below uses  glLineWidth(2.0) and glDepthMask(0) and I assume line
drawing with glLineWidth(2.0) to be the problem.

is the function in blender that draws the outline around the mesh -
drawobject.c:1938

/* Mesh drawing routines */

static void draw_mesh_object_outline(Object *ob, DerivedMesh *dm)
{

        if(G.vd->transp==0) {   // not when we draw the transparent pass
                glLineWidth(2.0);
                glDepthMask(0);

                /* if transparent, we cannot draw the edges for solid select...
edges have no material info.
                   drawFacesSolid() doesn't draw the transparent faces */
                if(ob->dtx & OB_DRAWTRANSP) {
                        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 
                        dm->drawFacesSolid(dm, set_gl_material);
                        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
                }
                else {
                        dm->drawEdges(dm, 0);
                }

                glLineWidth(1.0);
                glDepthMask(1);
        }
}


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