Summary: | CoreBreach: Flames not rendered correctly | ||
---|---|---|---|
Product: | Mesa | Reporter: | Sven Arvidsson <sa> |
Component: | Drivers/DRI/i965 | Assignee: | Ian Romanick <idr> |
Status: | RESOLVED FIXED | QA Contact: | |
Severity: | normal | ||
Priority: | medium | CC: | jjardon |
Version: | 7.11 | ||
Hardware: | Other | ||
OS: | All | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: | Screenshot |
Description
Sven Arvidsson
2011-12-07 08:25:08 UTC
FYI the "flame" is a normal point sprite particle system with alpha blended particles, except that it uses the GL_CONSTANT_COLOR_EXT extension, maybe thats the source of the problem glEnable(GL_BLEND); glBlendColor(0.99, 0.94, 0.97, 0.4); glBlendFunc(GL_SRC_ALPHA, GL_CONSTANT_COLOR_EXT); glEnable(GL_POINT_SPRITE); glDrawArrays(GL_POINTS, 0, particleCount); the fragment shader is very simple: uniform float intensity; uniform sampler2D pointspriteTexture; void main() { gl_FragColor = texture2D(pointspriteTexture, gl_PointCoord); gl_FragColor.w *= intensity; } This should be fixed as of: commit 43af02ac731dac7d80f7e47feb0c80e4da156769 Author: Yuanhan Liu <yuanhan.liu@linux.intel.com> Date: Mon Feb 27 15:46:32 2012 +0800 i965: handle gl_PointCoord for Gen4 and Gen5 platforms |
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