From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon@freedesktop.org Subject: [Bug 25898] New: glEvalPoint within display list fails assertion in vbo_save_api.c Date: Mon, 4 Jan 2010 22:14:13 -0800 (PST) Message-ID: Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Content-Transfer-Encoding: 7bit Return-path: List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Errors-To: dri-devel-bounces@lists.sourceforge.net To: dri-devel@lists.sourceforge.net List-Id: dri-devel@lists.freedesktop.org http://bugs.freedesktop.org/show_bug.cgi?id=25898 Summary: glEvalPoint within display list fails assertion in vbo_save_api.c Product: DRI Version: XOrg 6.7.0 Platform: x86 (IA32) OS/Version: Linux (All) Status: NEW Severity: normal Priority: medium Component: libGL AssignedTo: dri-devel@lists.sourceforge.net ReportedBy: dnschneid@gmail.com Created an attachment (id=32454) --> (http://bugs.freedesktop.org/attachment.cgi?id=32454) Code demonstrating the assert failure. If this is the wrong place to report this, please point me in the right direction. Recently I've been working on a game, and a bit of code that worked fine in nvidia's proprietary libGL implementation fails an assertion in the mesa version. Basically, using glEvalPoint2 inside of a glBegin/glEnd block all inside a glNewList/glEndList block seemingly has no effect (nothing is drawn when the display list is called). Putting a glVertex3f call in the same glBegin/End block along with the calls to glEvalPoint causes a failed assertion: vbo/vbo_save_api.c:503: _save_upgrade_vertex: Assertion `save->copied.nr == 0' failed. Using glVertex with no calls to glEvalPoint draws properly, and using glEvalMesh instead of glBegin/glEvalPoint/glEnd works properly as well. Again, all forms of the code work fine on nvidia's proprietary drivers. Attached is a pretty short bit of C that demonstrates the error. Comment out the defines at the top of the page to use the glEvalPoint code that causes the assert fail. The code uses SDL to set up the window and rendering context. With both defines enabled, glEvalMesh is used and a box should be drawn in the center of the screen. Disabling the WORK_PLEASE define will use glEvalPoint, which draws nothing despite drawing the same box on nvidia's implementation. Disabling both WORK_PLEASE and DONT_CRASH will insert a glVertex call that causes the assert error. Again, running on nvidia's proprietary implementation draws a box. I hope I've supplied sufficient detail; ask if you need any more information. -- Configure bugmail: http://bugs.freedesktop.org/userprefs.cgi?tab=email ------- You are receiving this mail because: ------- You are the assignee for the bug. ------------------------------------------------------------------------------ This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev --