Polygons which have parts outside the window will get misrendered with the Unichrome driver. To reproduce, launch glxgears and resize the window so that a gear is partly outside the window. Then the vertex coordinates that are outside the visible area apparently gets clamped to the opposite border of the window, and the triangle is drawn right across the window. Seems to be an easy thing to fix, but I don't know where to look. /Thomas
Created attachment 1559 [details] Python Tk+OpenGL program demonstrating clipping bug This interactive program nicely demonstrates such a bug. It uses a texture (NeHe.bmp) and is based on the PyGL versions of NeHe's sample OpenGL code. Correctly drawn, this has a background with a blue square in the center, red left side, and magenta right side. It contains a single textured (2x2) quad movable with the left mouse button. Drag it to the lower left corner, and the top right corner snaps to the left edge. I do not know why this does not happen if the quad is not textured, and this isn't the simplest possible test case, but at least it is consistent.
the problem occurs somewhere in CopyPV called from via_vb_cliptmp.h, still investigating
didn't mean to assign it to the mailing list..
Created attachment 1560 [details] [review] change GET_VERTEX_SIZE() to return vertex stride This macro caused the pointer arithmetic in tnl_dd to go wrong when accessing the vertex buffers. The patch appears to solve the problem for both the test case and glxgears.
Yes, this fixes the problem and also a hardlock problem I have been having with a CFD mesh drawing application when parts of the mesh gets outside the window. Great. I've commited this. /Thomas
Mass version move, cvs -> git
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