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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Second Life viewer bad rendering with git-ec83535"
href="https://bugs.freedesktop.org/show_bug.cgi?id=57875#c14">Comment # 14</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Second Life viewer bad rendering with git-ec83535"
href="https://bugs.freedesktop.org/show_bug.cgi?id=57875">bug 57875</a>
from <span class="vcard"><a class="email" href="mailto:maraeo@gmail.com" title="Marek Olšák <maraeo@gmail.com>"> <span class="fn">Marek Olšák</span></a>
</span></b>
<pre>(In reply to <a href="show_bug.cgi?id=57875#c10">comment #10</a>)
<span class="quote">> > That bit only exists on r5xx asics. R3xx and r4xx don't have that bit.
> I'd say it's related to floating point depth buffer support. I don't know
> about the capabilities of the GPUs though and have to read up the
> interactions between depth_clamp and depth_buffer_float again, but I'd
> expect the limited depth buffer range to clamp the values.</span >
There's no floating-point depth buffer support in r500.
<span class="quote">> > I don't remember having anything useful besides some quick hacks and I don't
> > have them anymore.
> I've written a kernel hack, now the broken geometry is mostly behind the
> correct parts. I guess this is where you stopped last time.
>
> Before I give up on this I'd like to investigate some more things,
> particularly the interaction with glDepthRange(something similar to
> 92e7c6a2581b5f612a84587500399bb00318c6f0) and the interactions with and the</span >
92e7c6a258 fixes a piglit test which passes with r300g, so it's most probably
unrelated.
glDepthRange is packed in the Z component of the vectors in
pipe_viewport_state, which is applied after clipping and converts coordinates
from the clip space to the window space.</pre>
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