Bug 701 - [r128] Clipping problems in RTCW
Summary: [r128] Clipping problems in RTCW
Status: CLOSED WONTFIX
Alias: None
Product: Mesa
Classification: Unclassified
Component: Drivers/DRI/r128 (show other bugs)
Version: unspecified
Hardware: x86 (IA32) Linux (All)
: medium normal
Assignee: Default DRI bug account
QA Contact:
URL: http://sourceforge.net/tracker/downlo...
Whiteboard:
Keywords:
Depends on:
Blocks:
 
Reported: 2004-06-01 07:47 UTC by Adam Jackson
Modified: 2012-08-15 06:26 UTC (History)
1 user (show)

See Also:
i915 platform:
i915 features:


Attachments

Description Adam Jackson 2004-06-01 07:47:03 UTC
[ originally from
http://sourceforge.net/tracker/index.php?func=detail&aid=730471&group_id=387&atid=100387
]

I have a very starange problem. I was using Red Hat
8.0, mesa 4 i think, and it was fine.

With RedHat 9.0 mesa 4.0.4, when playing Quake3 or
other OpenGL games, the shadows beneath the characters
and the decals such as blood show thorough the walls.
The shadows seem to be drawn even when they should not
be visible, thus I get an unfair advantage as I can see
players around the corner before they know I am there,
via the shadow.

It may be a Z/W-buffer problem, as the depth may not be
correctly calculated, not sure.


Has anyone ever had this problem before?? Any help is
appreciated. Is it the driver?

Look at the attached picture, RTCW shows the blood of a
dead soldier through the wall i am standing against.

Thanks.

Here is the output of GLXInfo:

direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.2
server glx extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating,
GLX_EXT_import_context
client glx vendor string: SGI
client glx version string: 1.2
client glx extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating,
GLX_EXT_import_context
GLX extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating,
GLX_EXT_import_context
OpenGL vendor string: VA Linux Systems, Inc.
OpenGL renderer string: Mesa DRI Rage128 20020221 M3
AGP 2x x86/MMX/SSE
OpenGL version string: 1.2 Mesa 4.0.4
OpenGL extensions:
GL_ARB_imaging, GL_ARB_multitexture,
GL_ARB_texture_env_add,
GL_ARB_transpose_matrix, GL_EXT_abgr, GL_EXT_bgra,
GL_EXT_blend_color,
GL_EXT_blend_minmax, GL_EXT_blend_subtract,
GL_EXT_clip_volume_hint,
GL_EXT_convolution, GL_EXT_compiled_vertex_array,
GL_EXT_histogram,
GL_EXT_packed_pixels, GL_EXT_polygon_offset,
GL_EXT_rescale_normal,
GL_EXT_texture3D, GL_EXT_texture_env_add,
GL_EXT_texture_object,
GL_EXT_vertex_array, GL_IBM_rasterpos_clip,
GL_MESA_window_pos,
GL_NV_texgen_reflection, GL_SGI_color_matrix,
GL_SGI_color_table
glu version: 1.3
glu extensions:
GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess

Followups:

Comments

Date: 2003-05-13 15:06
Sender: a_raikmo
Logged In: YES 
user_id=768084

OpenGL renderer string: Mesa DRI Rage128 20010405 M3 AGP 1x
x86/MMX/SSE
OpenGL version string: 1.2 Mesa 3.4.2

From Red Hat 8.0, this works perfectly.

Date: 2003-05-12 15:02
Sender: a_raikmo
Logged In: YES 
user_id=768084

I have taken the latest drivers from dri.sourceforge.net but
they still do not solve the problem.

The old drivers for red hat 8.0 worked perfectly, so i don't
know where this problem has arisen from.

Help appreciated.
Comment 1 Adam Jackson 2004-06-08 10:01:36 UTC
mass reassign to dri-devel@, i'm no longer the default component owner.  sorry
for the spam.
Comment 2 Adam Jackson 2004-06-16 17:42:57 UTC
this is old but probably still valid.  Bug 755 might be a testcase...
Comment 3 Adam Jackson 2004-11-23 13:49:51 UTC
closing due to inactivity and recent bugfixes in the area.  please reopen if
they're still valid.
Comment 4 Adam Jackson 2004-11-23 18:33:19 UTC
reopening, still valid apparently.
Comment 5 Aapo Tahkola 2005-02-07 12:20:22 UTC
Sounds like this could be related to bad glPolygonOffset implementation.
I coded a little test program to figure out how r300s z-bias works:
http://nu.rasterburn.org/~aet/offset.tar.bz2 (never mind about the coding style!)
Im suggesting something similar to be included in mesas test programs as i didnt
find any decent programs that would clearly show if glPolygonOffset is operating
correctly. Unless anyone isnt interested in creating a new test im willing to port  
this to glut and add tests for points and lines.
Comment 6 Eric Anholt 2005-06-26 23:51:36 UTC
The test looked the same both on ALWAYS_INDIRECT and with hardware on my Rage
128.  Given that the decals in question tend to be at large differences in Z,
I'm not that surprised that it didn't help.

Another possibility is that it's broken software fallbacks that are at fault. 
Checking if R128_DEBUG=fall <game> shows fallbacks happening could indicate that
that's the problem, since fallbacks are rather broken currently.
Comment 7 almos 2012-08-14 22:59:07 UTC
I think it's safe to close this after 7 years of silence, and the driver in question has since been removed from mesa. I don't know if it was fixed in the meantime, but let's assume it was.
Comment 8 Paul Menzel 2012-08-15 06:26:50 UTC
(In reply to comment #7)
> I think it's safe to close this after 7 years of silence, and the driver in
> question has since been removed from mesa. I don't know if it was fixed in the
> meantime, but let's assume it was.

Hmm. In such cases I think CLOSED is better than RESOLVED. Unfortunately there does not seem to be a reason TOO_OLD or similar. I guess WONTFIX is good in this case.


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