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.
>>>
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
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
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
>
>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:
&
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
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