On Mon, Jul 08, 2002 at 10:52:51AM +0100, Keith Whitwell wrote:
> 
> >>This sounds like Z-buffer fighting.  If you draw the same triangle twice
> >>with exactly the same vertices you'd expect that the same Z values would
> >>be generated for each fragment.  But the OpenGL spec doesn't require that
> >>to be true, depending on particular state changes between passes.  (See
> >>the OpenGL spec appendices).
> >>
> >>If the first triangle is drawn in hardware but the second is drawn with
> >>software (or vice versa) you almost never get exactly the same
> >>rasterization results.  I've also seen cards which will do both passes
> >>in hardware but still produce different Z values.
> >>
> >>glPolygonOffset() is the usual solution to this problem and its up to
> >>the application programmer to know when to use it.
> >>
> >>Strictly speaking, the gloss demo should use glPolygonOffset() for
> >>the second rendering pass.  But it doesn't because I was lazy when I
> >>wrote the demo.
> >>
> >>So, if my hypothesis is correct, this is an application problem.
> >>
> >
> >Ok, I'll investigate the application to see if it's the problem.
> >
> >I seem to recall that TuxRacer more or less worked with the 4.2 Radeon
> >7500 drivers, but doesn't seem to work with the TCL drivers.  This might
> >indicate that, eg., one pass is being done with TCL and one with CPU
> >transform (and they don't agree)...
> 
> I've seen one case (the red & white parachutes in tuxkart) which are 
> rendered transparent by the non-tcl driver and opaque by the tcl driver.  
> If a similar mixup is happening in multipass rendering then it could 
> account for the artifacts.
> 
> Presumably there are some states where color should be rgba, but we're just 
> sending the rgb components to hardware.
> 
> How does the problem look if you say 'export RADEON_NO_VTXFMT=t'?

Ok, new screenshots (the no_vtxfmt ones, obviously) are at:
http://www.eskimo.com/~elladan/tux/

The extremely bad texture artifacts seem to have gone away - these would
be easily explainable as an alpha channel missing.

However, the ice problem is still there.  It's just not as noticable as
before.  I could buy that this is an application bug, though.  

-J


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