There is crash in blender when rendering to the selection buffer and using VBO that is caused because we call _tnl_draw_prims() without proper min_index and max_index values.
As far as I can see it looks like these bounds should be computed by calling vbo_get_minmax_indices() right before calling _tnl_draw_prims(), but this is not happening in this case because vbo_all_varyings_in_vbos() evaluates to TRUE in this code: if (!vbo_all_varyings_in_vbos(arrays) && !index_bounds_valid) { perf_debug("Scanning index buffer to compute index buffer bounds. " "Use glDrawRangeElements() to avoid this.\n"); vbo_get_minmax_indices(ctx, prims, ib, &min_index, &max_index, nr_prims); } Is there a case where index_bounds_valid can be FALSE and still we don't want to compute index bounds? Since this is failing only when rendering to the selection buffer (so using software rendering) I suppose hardware rendering may be okay with that. If that is the case then I can update the patch to make sure we only skip the vbo_all_varyings_in_vbos() check when doing software rendering. Iago Toral Quiroga (1): i965: Make sure we always compute valid index bounds before drawing. src/mesa/drivers/dri/i965/brw_draw.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) -- 1.8.3.2 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev