http://bugs.freedesktop.org/show_bug.cgi?id=16520





--- Comment #40 from Guillaume Melquiond <[EMAIL PROTECTED]>  2008-12-10 
04:58:07 PST ---
Thanks for applying the fixes. I no longer use an Intel chipset; That's why I
have been silent on this issue lately. But I will make a last post to summarize
what I found at that time.

"When does it happen?" I have experienced the bug with WoW, both in native
OpenGL mode and in emulated-by-Wine Direct3D mode. Looking at Tobias'
screenshots, I'm sure that the bug he is experiencing with Max Paine is the
same. I don't know about UT2004.

"What is the bug?" Some triangles are overlaid with a colored gradient. The
behavior is completely deterministic: It's always the same triangles in the
same situations that will fail. The vertex colors depend (at least in part) on
the values of the padding bytes in the vertex. I experimented that setting the
padding bytes to various values forces a deterministic behavior instead of
having random vertex colors.

Note that my patches make part of these buggy overlays disappear since they set
some of the padding bytes to zero. However, they don't erase all the padding
bytes, and they only erase padding bytes inside the vertex buffer, not the ones
just before or after the buffer. That may be why it didn't completely fix Max
Paine.

Note also that the bug only applies to a few triangles on a given scene. So
there may be an additional factor for the issue to be noticeable; Perhaps it
only happens when there are too many triangles to display, or only on the
triangles of a given OpenGL primitive, or...

"How to fix it?" Find which parts of the driver assume that uninitialized bytes
in the vertex buffer are set to zero.


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