Brian Paul pisze: > On Thu, Sep 10, 2009 at 5:14 PM, Artur Wyszynski <aljen-mli...@o2.pl> wrote: >> Brian Paul pisze: >>> Artur Wyszynski wrote: >> [...] >>>> Any ideas what could be wrong ? >>> My first guess is the softpipe's tile cache is not getting flushed. Try >>> adding a glFlush() call after your drawing code. If that fixes it, a >>> flush is missing somewhere else. >>> >> I just tried that, it doesn't fix that issue :/ > That give me a clue what could be wrong, so in the mean time i refactored hsp_make_current (messed up logic, st_flush wasn't called properly) and now it only works with that glFlush() fix, without this call it's just like before. Now when it's working, is there any other way to fix that without forcing every app to call glFlush() ?
> OK, another thing you might try is to go into sp_setup.c and set > DEBUG_VERTS = 1 and DEBUG_FRAGS = 1. Take a look at the printed > vertex coordinates to see if they're sane and then look at the number > of fragments generated/culled/written to see if some per-fragment > operation is causing pixels to get lost during rendering. > As it's working right now i didn't tested that, but big thanks :) > -Brian > Regards, Artur Wyszynski ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev