Hello,

I came across this part of the code in s_texfilter.c when trying to debug a 
glitch in the texture application -

   /* DEBUG CODE: Verify that lambda[] is monotonic.
    * We can't really use this because the inaccuracy in the LOG2 function
    * causes this test to fail, yet the resulting texturing is correct.
    */
   if (n > 1) {
      GLuint i;
      printf("lambda delta = %g\n", lambda[0] - lambda[n-1]);
      if (lambda[0] >= lambda[n-1]) { /* decreasing */
         for (i = 0; i < n - 1; i++) {
            ASSERT((GLint) (lambda[i] * 10) >= (GLint) (lambda[i+1] * 10));
         }
      }
      else { /* increasing */
         for (i = 0; i < n - 1; i++) {
            ASSERT((GLint) (lambda[i] * 10) <= (GLint) (lambda[i+1] * 10));
         }
      }
   }

I've encountered a situation where lambda drops below zero during a 
non-monotonic span and the results are disastrous and not "yet the resulting 
texturing is correct" !
Has anyone seen something like this?
Thank you...

Btw - My name is nir, and I'm working on linux-opengl-HW compatibility tests, 
and am using MESA as reference code - I came upon this when trying to mipmap 
between bitmaps of solid color and see blue where red should be :) If u need 
code examples call me up.


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