https://bugs.freedesktop.org/show_bug.cgi?id=80183
cgerlac...@gmail.com changed: What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |REOPENED Resolution|FIXED |--- --- Comment #9 from cgerlac...@gmail.com --- I also observe this problem, but I have used a really new mesa version: OpenGL 3.0 Mesa 10.5.3 Gallium 0.4 on llvmpipe (LLVM 3.6, 256 bits) To get an impression how the clipping looks, I have attached some snapshots: * snapshot_1.png: clipping is active (axis aligned clipping cube) and all possibly clipped triangles are in the viewport -> clipping works as expected. * snapshot_2.png/snapshot_3.png: after zooming in a little bit, most triangles that have a clipped vertex are clipped completely. Additional information: * We do the clipping within a GLSL shader with gl_ClipVertex (not fixed function). * Reproducible on windows and linux llvmpipe version -> I did not expect any difference, but who knows... * Using nvidia hardware rendering with the same shader code looks correct. * Because the clipping is working correct when all triangles are within the viewport, I don't expect a shader problem. -- You are receiving this mail because: You are the assignee for the bug.
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