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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