Brad King wrote: > Brian Paul wrote: >> Brad King wrote: >>> This was broken again by 'ade5083'. A stack trace is below (as of >>> 'fd59f19'). >>> >>> -Brad >>> >>> #0 fetch_texel_lod (ctx=0x689450, texcoord=0x7fff16a0a8e0, lambda=0, >>> unit=2, color=0x7fff16a0a910) at swrast/s_fragprog.c:47 >>> #1 0x00002ad796a76992 in _mesa_execute_program (ctx=0x689450, >>> program=0x9d9b70, machine=0x6c4a90) at shader/prog_execute.c:328 >>> #2 0x00002ad796a9d2dc in _swrast_exec_fragment_program >>> (ctx=0x689450, span=0x7fff16a0ebc0) at swrast/s_fragprog.c:162 >>> #3 0x00002ad796aa4e8b in _swrast_write_rgba_span (ctx=0x689450, >>> span=0x7fff16a0ebc0) at swrast/s_span.c:1206 >>> #4 0x00002ad796ac616d in general_triangle (ctx=0x689450, v0=<value >>> optimized out>, v1=<value optimized out>, v2=0x2ad79be832d0) at >>> swrast/s_tritemp.h:862 >>> #5 0x00002ad796a3ba2a in _tnl_render_triangles_verts (ctx=0x689450, >>> start=<value optimized out>, count=756, flags=<value optimized out>) >>> at tnl/t_vb_rendertmp.h:163 >>> #6 0x00002ad796a3d895 in run_render (ctx=0x689450, stage=<value >>> optimized out>) at tnl/t_vb_render.c:320 >>> #7 0x00002ad796a34827 in _tnl_run_pipeline (ctx=0x689450) at >>> tnl/t_pipeline.c:158 >>> #8 0x00002ad796a34d41 in _tnl_draw_prims (ctx=0x689450, >>> arrays=0x6c8d68, prim=0x21f61b0, nr_prims=1, ib=0x0, min_index=<value >>> optimized out>, max_index=755) at tnl/t_draw.c:402 >>> #9 0x00002ad796a33ce6 in vbo_save_playback_vertex_list >>> (ctx=0x689450, data=<value optimized out>) at vbo/vbo_save_draw.c:220 >>> #10 0x00002ad7969936aa in execute_list (ctx=0x689450, list=<value >>> optimized out>) at main/dlist.c:5757 >>> #11 0x00002ad796995f6a in _mesa_CallList (list=3) at main/dlist.c:6841 >>> #12 0x00002ad79454f6cc in vtkOpenGLDisplayListPainter::RenderInternal >>> (this=0x66a500, renderer=0x6465a0, actor=0x66d500, typeflags=255) >>> >> >> This is unrelated to the refcounting changes. >> >> Does the program use GLSL? Or ARB_fragment_program? > > Yes, it's the same depth peeling test as always: > > http://www.vtk.org/Wiki/VTK/Depth_Peeling#Required_OpenGL_extensions
It wasn't crashing for me, but it wasn't rendering correctly either. With my recent check-ins though it seems OK. Retest? -Brian ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ Mesa3d-dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
