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Summary: r300/mesa segfault in quake 3 engine based software
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--- Additional Comments From [EMAIL PROTECTED] 2006-08-27 04:50 ---
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--- Additional Comments From [EMAIL PROTECTED] 2006-08-27 04:51 ---
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--- Additional Comments From [EMAIL PROTECTED] 2006-08-27 04:51 ---
Hi!
One of our (Warzone 2100, http://wz.rootzilla.de/) users told us about an
assert that only our game seems to trigger.
---
warzone2100: r200_vtxfmt.c:1044: r200VtxFmtFlushVertices: Assertion
`rmesa-dma.flush == 0 || rmesa-dma.flush == flush_prims' failed.
---
Details and backtrace on
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Summary: World of Warcraft behaves incorrectly in OpenGL mode
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--- Additional Comments From [EMAIL PROTECTED] 2006-08-27 06:15 ---
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--- Additional Comments From [EMAIL PROTECTED] 2006-08-27 06:16 ---
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https://bugs.freedesktop.org/show_bug.cgi?id=6318
[EMAIL PROTECTED] changed:
What|Removed |Added
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https://bugs.freedesktop.org/show_bug.cgi?id=8009
--- Additional Comments From [EMAIL PROTECTED] 2006-08-27 06:50 ---
On Wed, 23 Aug 2006 21:45:25 +0200
Rune Petersen [EMAIL PROTECTED] wrote:
Aapo Tahkola wrote:
On Tue, 15 Aug 2006 22:16:48 +0200
Rune Petersen [EMAIL PROTECTED] wrote:
Aapo Tahkola wrote:
Sauerbraten:
a) open console and type /floatvtx 1 or
b) use this patch or
c) wait for this
Dennis Schridde wrote:
Hi!
One of our (Warzone 2100, http://wz.rootzilla.de/) users told us about an
assert that only our game seems to trigger.
---
warzone2100: r200_vtxfmt.c:1044: r200VtxFmtFlushVertices: Assertion
`rmesa-dma.flush == 0 || rmesa-dma.flush == flush_prims' failed.
---
Please do not reply to this email: if you want to comment on the bug, go to
the URL shown below and enter yourcomments there.
https://bugs.freedesktop.org/show_bug.cgi?id=8026
--- Additional Comments From [EMAIL PROTECTED] 2006-08-27 07:55 ---
(In
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--- Additional Comments From [EMAIL PROTECTED] 2006-08-27 08:20 ---
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--- Additional Comments From [EMAIL PROTECTED] 2006-08-27 08:35 ---
(In
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--- Additional Comments From [EMAIL PROTECTED] 2006-08-27 08:43 ---
You
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[EMAIL PROTECTED] changed:
What|Removed |Added
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--- Additional Comments From [EMAIL PROTECTED] 2006-08-27 08:49 ---
Am Sonntag, 27. August 2006 16:56 schrieben Sie:
Dennis Schridde wrote:
Hi!
One of our (Warzone 2100, http://wz.rootzilla.de/) users told us about an
assert that only our game seems to trigger.
---
warzone2100: r200_vtxfmt.c:1044: r200VtxFmtFlushVertices: Assertion
Hi,
I'm trying to port an application that presents visual stimuli for
experiments in neuroscience from DirectFBGL to X/DRI. A main requirement
is reliable timing of the drawing code, i.e. on every VSYNC a new frame
must be ready in the back buffer so that the buffers can be swapped.
For this
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[EMAIL PROTECTED] changed:
What|Removed |Added
Hi,
Quake3 causes fallback because r300_translate_vertex_shader() returns
early and doesn't translate the shader.
The culprit:
if (!mesa_vp-Base.String)
return;
To me it looks suspect because checking a pointer to the shader string
to verify that the parsed shader is valid doesn't make
Dennis Schridde wrote:
Am Sonntag, 27. August 2006 16:56 schrieben Sie:
Dennis Schridde wrote:
Hi!
One of our (Warzone 2100, http://wz.rootzilla.de/) users told us about an
assert that only our game seems to trigger.
---
warzone2100: r200_vtxfmt.c:1044: r200VtxFmtFlushVertices: Assertion
On 8/27/06, Rune Petersen [EMAIL PROTECTED] wrote:
Hi,
Quake3 causes fallback because r300_translate_vertex_shader() returns
early and doesn't translate the shader.
The culprit:
if (!mesa_vp-Base.String)
return;
To me it looks suspect because checking a pointer to the shader
Rune Petersen wrote:
Hi,
Quake3 causes fallback because r300_translate_vertex_shader() returns
early and doesn't translate the shader.
The culprit:
if (!mesa_vp-Base.String)
return;
To me it looks suspect because checking a pointer to the shader string
to verify that the parsed
Roland Scheidegger wrote:
Rune Petersen wrote:
Hi,
Quake3 causes fallback because r300_translate_vertex_shader() returns
early and doesn't translate the shader.
The culprit:
if (!mesa_vp-Base.String)
return;
To me it looks suspect because checking a pointer to the shader string
to
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