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 ------------------------------------------------------- This SF.Net email is sponsored by: IBM Linux Tutorials Free Linux tutorial presented by Daniel Robbins, President and CEO of GenToo technologies. Learn everything from fundamentals to system administration.http://ads.osdn.com/?ad_id=1470&alloc_id=3638&op=click -- _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel