Re: [Mesa-dev] [PATCH] vbo: fix another GL_LINE_LOOP bug

2015-11-07 Thread Emil Velikov
On 6 November 2015 at 17:50, Brian Paul wrote: > On 11/06/2015 09:40 AM, Emil Velikov wrote: >> >> Hi Brian, >> >> On 31 October 2015 at 13:38, Brian Paul wrote: >>> >>> Very long line loops which spanned 3 or more vertex buffers were not >>> handled correctly and could result in stray lines. >>>

Re: [Mesa-dev] [PATCH] vbo: fix another GL_LINE_LOOP bug

2015-11-06 Thread Brian Paul
On 11/06/2015 09:40 AM, Emil Velikov wrote: Hi Brian, On 31 October 2015 at 13:38, Brian Paul wrote: Very long line loops which spanned 3 or more vertex buffers were not handled correctly and could result in stray lines. The piglit lineloop test draws 1 vertices by default, and is not lon

Re: [Mesa-dev] [PATCH] vbo: fix another GL_LINE_LOOP bug

2015-11-06 Thread Emil Velikov
Hi Brian, On 31 October 2015 at 13:38, Brian Paul wrote: > Very long line loops which spanned 3 or more vertex buffers were not > handled correctly and could result in stray lines. > > The piglit lineloop test draws 1 vertices by default, and is not > long enough to trigger this. Even 'linel

Re: [Mesa-dev] [PATCH] vbo: fix another GL_LINE_LOOP bug

2015-11-04 Thread Brian Paul
On 11/04/2015 01:56 PM, Charmaine Lee wrote: From: Brian Paul Sent: Wednesday, November 4, 2015 12:03 PM To: Charmaine Lee; mesa-dev@lists.freedesktop.org Subject: Re: [Mesa-dev] [PATCH] vbo: fix another GL_LINE_LOOP bug On 11/04/2015 12:40 PM

Re: [Mesa-dev] [PATCH] vbo: fix another GL_LINE_LOOP bug

2015-11-04 Thread Charmaine Lee
> >From: Brian Paul >Sent: Wednesday, November 4, 2015 12:03 PM >To: Charmaine Lee; mesa-dev@lists.freedesktop.org >Subject: Re: [Mesa-dev] [PATCH] vbo: fix another GL_LINE_LOOP bug >On 11/04/2015 12:40 PM, Charmaine Lee wrote: &

Re: [Mesa-dev] [PATCH] vbo: fix another GL_LINE_LOOP bug

2015-11-04 Thread Brian Paul
On 11/04/2015 12:40 PM, Charmaine Lee wrote: I concur with Sinclair and Roland that the vbo code is quite tricky. I do have a question, so when the line loop spans multiple vertex buffers, where is 0th vertex stored exactly? It depends. If the line loop started in a new/empty VB, the 0th vert

Re: [Mesa-dev] [PATCH] vbo: fix another GL_LINE_LOOP bug

2015-11-04 Thread Charmaine Lee
I concur with Sinclair and Roland that the vbo code is quite tricky. I do have a question, so when the line loop spans multiple vertex buffers, where is 0th vertex stored exactly? In vbo_exec_End, you are changing src = exec->vtx.buffer_map + last_prim->start * exec->vtx.vertex_size; If the 0t