Hi,
Attached patch fixes what looks like a typo in ir_algebraic GLSL optimizations.
Vertex shader that triggers the bug:
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
mat3 m = mat3 (0.1, 0.8, 0.1, 0.3, 0.3, 0.5, 0.9, 0.0, 0.1);
vec3 n = m * gl_Normal;
Brian Paul bri...@vmware.com writes:
Have you tried 7.9? If there are rasterization or other issues w/
7.9 can you file bug reports?
Seems to basically work. Our test suite hung 20% of the way through
last night, and about half the tests that did run crashed. The ones
that ran okay do not