Ian Romanick wrote:
Brian Paul wrote:
Ian Romanick wrote:
Brian Paul wrote:
Ian, I've found the cause of this bug and have a fix. However, I'm
really tempted to rip out the GL_HP_occlusion_test extension
altogether.
Great! What's the magic?
Basically, make occlusion_zless_triangle() work
[EMAIL PROTECTED] wrote:
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http://freedesktop.org/bugzilla/show_bug.cgi?id=762
Summary: GL_HP_occlusion_test broken due to mismatch in depth
Brian Paul wrote:
Ian, I've found the cause of this bug and have a fix. However, I'm
really tempted to rip out the GL_HP_occlusion_test extension altogether.
Great! What's the magic?
It's obsolete in favor of GL_ARB_occlusion_query and the implementation
of GL_HP_occlustion_test is a bit ugly.
Ian Romanick wrote:
Brian Paul wrote:
Ian, I've found the cause of this bug and have a fix. However, I'm
really tempted to rip out the GL_HP_occlusion_test extension altogether.
Great! What's the magic?
Basically, make occlusion_zless_triangle() work whether we have a 16
or 32-bit Z buffer.
Brian Paul wrote:
Ian Romanick wrote:
Brian Paul wrote:
Ian, I've found the cause of this bug and have a fix. However, I'm
really tempted to rip out the GL_HP_occlusion_test extension altogether.
Great! What's the magic?
Basically, make occlusion_zless_triangle() work whether we have a 16 or
Please do not reply to this email: if you want to comment on the bug, go to
the URL shown below and enter your comments there.
http://freedesktop.org/bugzilla/show_bug.cgi?id=762
Summary: GL_HP_occlusion_test broken due to mismatch in depth
bits