I just committed vertex buffering and emitting in batches to the savage
driver. Now it should be pretty straight-forward to implement cliprects
correctly. Take a look at savageFlushVerticesLocked in savageioctl.c

Regards,
  Felix

On Sat, 20 Mar 2004 13:57:58 -0800
"mark cass" <[EMAIL PROTECTED]> wrote:

> felix,
> 
> the clipping problem i am seeing is one that you eluded to previuosly. it seems that 
> when a textured object is drawn, the glSiccor rect is ignored. this is the clipping 
> that i was referring to. sorry for being vague. i have run my test program on other 
> hardware/driver combinations and they perform as expected.
> 
> mark


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