Created attachment 26599 [details] Doom3 Screenshots from Doom3 and Prey attached. They was worked good in 7.4.2, also they works good now in 7.5-rc3 with r200 renderer, but only when sw tcl is used. arb renderer not have this problem. Problem is very similar to bug #20965, but now seems to be Doom3 based games are affected only.
Created attachment 26600 [details] prey
Created attachment 26606 [details] [review] possible fix No this rather looks like classic z fighting, I think this bug reappeared a couple of times already. Does this patch fix it? I think r100 should also do this though it won't matter for doom3 (and results between fixed function and vertex programs will be different anyway since one will be running in hw one in sw so it might not really help there). (r300 probably wants to set this too.)
(In reply to comment #2) > Does this patch fix it? Yes, it is good now. And yes it is z-fighting thing, it remains on mirrors in toilets in both Doom3 and Prey, but OK that is a known thing, not a regression here... Thanks.
(In reply to comment #2) > Created an attachment (id=26606) [details] > possible fix > > No this rather looks like classic z fighting, I think this bug reappeared a > couple of times already. > Does this patch fix it? > I think r100 should also do this though it won't matter for doom3 (and results > between fixed function and vertex programs will be different anyway since one > will be running in hw one in sw so it might not really help there). (r300 > probably wants to set this too.) > How does dp4/mad selection affect the resulting vertex position?
(In reply to comment #4) > (In reply to comment #2) > > Created an attachment (id=26606) [details] [details] > > possible fix > > > > No this rather looks like classic z fighting, I think this bug reappeared a > > couple of times already. > > Does this patch fix it? > > I think r100 should also do this though it won't matter for doom3 (and results > > between fixed function and vertex programs will be different anyway since one > > will be running in hw one in sw so it might not really help there). (r300 > > probably wants to set this too.) > > > > How does dp4/mad selection affect the resulting vertex position? This affects resulting vertex position only very slightly due to rounding errors. The reason for z fighting is doom3 renders the same geometry twice, first pass with fixed function (for shadows), second pass with vertex program. If the generated fragments don't match z fighting will happen, and since r200 uses DP4 for fixed function hw tcl we need to match that for vertex program.
Fixed in master and mesa_7_5_branch.
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