Helo! I'm not sure where we should handle the copying of the generated texture coordinates. In case the vertex buffer overflows. I think the line 165 of vbxform.c in gl_reset_vb should be: if ( VB->TexCoordPtr[0] == &IM->v.TexCoord[0]) COPY_4FV( IM->TexCoord[0][dst], IM->TexCoord[0][src] ); if ( VB->TexCoordPtr[1] == &IM->v.TexCoord[1]) COPY_4FV( IM->TexCoord[1][dst], IM->TexCoord[1][src] ); Instead of the original: if ((flags & VERT_TEX0_ANY) && VB->TexCoordPtr[0] == &IM->v.TexCoord[0]) COPY_4FV( IM->TexCoord[0][dst], IM->TexCoord[0][src] ); if ((flags & VERT_TEX1_ANY) && co VB->TexCoordPtr[1] == &IM->v.TexCoord[1]) COPY_4FV( IM->TexCoord[1][dst], IM->TexCoord[1][src] ); As the version above copies the generated texture coordinates also. I've checked in this change. This fixes the program. Miklos. _______________________________________________ Mesa-bug maillist - [EMAIL PROTECTED] http://lists.mesa3d.org/mailman/listinfo/mesa-bug _______________________________________________ Mesa-dev maillist - [EMAIL PROTECTED] http://lists.mesa3d.org/mailman/listinfo/mesa-dev