We need to handle the leading vertex information when assembling primitives for the geometry shader otherwise the resulting triangles will have vertices at incorrect input locations.
Signed-off-by: Zack Rusin <za...@vmware.com> --- src/gallium/auxiliary/draw/draw_gs_tmp.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/gallium/auxiliary/draw/draw_gs_tmp.h b/src/gallium/auxiliary/draw/draw_gs_tmp.h index 92b6fb7..b10bbc4 100644 --- a/src/gallium/auxiliary/draw/draw_gs_tmp.h +++ b/src/gallium/auxiliary/draw/draw_gs_tmp.h @@ -10,7 +10,7 @@ const unsigned prim_flags = input_prims->flags; \ const unsigned count = input_prims->count; \ const boolean quads_flatshade_last = FALSE; \ - const boolean last_vertex_last = TRUE; \ + const boolean last_vertex_last = !gs->draw->rasterizer->flatshade_first; \ do { \ debug_assert(input_prims->primitive_count == 1); \ switch (prim) { \ -- 1.7.10.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev