[Mesa3d-dev] [PATCH 3/3] vbo: Fix up in-place splitting for non-contiguous/indexed primitives.

2010-02-02 Thread Francisco Jerez
The in-place splitting code wasn't dealing with index buffers at all (and it was being called from vbo_split_prims for too big index buffers, causing some occasional corruption). Additionally, it wasn't taking into account primitives arrays with non-contiguous indices (e.g. given prim[0].start =

Re: [Mesa3d-dev] [PATCH 3/3] vbo: Fix up in-place splitting for non-contiguous/indexed primitives.

2010-02-02 Thread Keith Whitwell
Francisco, It seems like this adds code to split too-long indexed primitives, but still doesn't address the issue of splitting too-large vertex buffers referenced by indexed primitives, right? IE. the generated, smaller index buffers will still be applied to the same set of unsplit vertex

Re: [Mesa3d-dev] [PATCH 3/3] vbo: Fix up in-place splitting for non-contiguous/indexed primitives.

2010-02-02 Thread Francisco Jerez
Keith Whitwell kei...@vmware.com writes: Francisco, It seems like this adds code to split too-long indexed primitives, but still doesn't address the issue of splitting too-large vertex buffers referenced by indexed primitives, right? Yeah, that's right, IMHO vbo_split_copy is the way to go