Brian Paul wrote:
>
> Buddy wrote:
> >
> > ...Interesting....
> >
> > If i activate the OpenGL window (say, click on it's titlebar), then
> > activate another window which covers part of the GL window but doesn't
> > trigger the bug, then activate the one that should cause the bug (left
> > edge over, right edge not), the GL app continues to run perfectly.
> >
> > Example:
> >
> > +-------------------------+
> > | 1st Window (GL) |
> > +-------+---+ +---------------+----+
> > | 2nd | | | 3rd Window | |
> > | Window+---+-----+---------------+ |
> > +-----------+ | |
> > +--------------------+
> >
> > If i click on 1st, 2nd, 3rd, no problem.
> > If i click on 1st, 3rd -> problem, click on 2nd, problem goes away
> >
> > Also, i forgot to add, the bug only occurs to the right of the left side
> > of the overlapping window (ie from the '+' on 3rd window to the edge of
> > 1st window)
> >
> > Hope this helps.
>
> OK, now that I've got the trunk code again working on my Radeon
> I'm looking into this. I've reproduced the problem here. Just
> run gears and obscure the lower-right corner of the window with
> another window. Everything above the obscured corner in the
> gears window is erroneously clipped.
It appears that we're generating the correct cliprects. After
playing around with it more, it appears to be some sort of timing
issue. If I run gloss, obscure the lower-right corner, turn
animation off, then use the cursor keys to rotate the object, some
frames are rendered correctly while other frames have missing triangles.
I think Gareth said that he's aware of this problem but hasn't gotten
around to fixing it. I don't know the details.
-Brian
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