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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Bizarre vertex shader results (warped geometry) unless a never executed if-branch is added."
href="https://bugs.freedesktop.org/show_bug.cgi?id=84004#c3">Comment # 3</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Bizarre vertex shader results (warped geometry) unless a never executed if-branch is added."
href="https://bugs.freedesktop.org/show_bug.cgi?id=84004">bug 84004</a>
from <span class="vcard"><a class="email" href="mailto:delta_luca@hotmail.com" title="Luca Deltodesco <delta_luca@hotmail.com>"> <span class="fn">Luca Deltodesco</span></a>
</span></b>
<pre>For quick referenece, the work-around in each case for the 3 vertex shaders
consists of:
if (distance < -10.0)
{
devicePos = 0.0;
}
where distance is a local variable resulting from a call to length(_) ( and so
can never be less than -10.0) and devicePos is another local variable used
later in the function. The particular choice was not important, only that our
compile step to GLSL from CG did not strip the if-branch from the code.</pre>
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