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<b><a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED --- - [sna gen4 w/a] corrupt rendering (including wrong rendering of characters and flickering on redraw)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=55500#c176">Comment # 176</a>
on <a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED --- - [sna gen4 w/a] corrupt rendering (including wrong rendering of characters and flickering on redraw)"
href="https://bugs.freedesktop.org/show_bug.cgi?id=55500">bug 55500</a>
from <span class="vcard"><a class="email" href="mailto:chris@chris-wilson.co.uk" title="Chris Wilson <chris@chris-wilson.co.uk>"> <span class="fn">Chris Wilson</span></a>
</span></b>
<pre>(In reply to <a href="show_bug.cgi?id=55500#c175">comment #175</a>)
<span class="quote">> Created <span class=""><a href="attachment.cgi?id=92770" name="attach_92770" title="not quite random corruption example">attachment 92770</a> <a href="attachment.cgi?id=92770&action=edit" title="not quite random corruption example">[details]</a></span>
> not quite random corruption example
>
> With the workarounds disabled, can anything be deduced from the text or
> pixmap corruption not seeming to be completely random?</span >
It's not entirely random. What I have noticed is that one or more vertices are
corrupt. Sometimes you see the correct content but skewed, which is what
happens if you just move one of the vertices (its texture coordinates). With
two or more distorted coordinates, we can be sampling from anywhere within the
texture - which can mean that we see the wrong glyph or a highly distorted
composite of several glyphs (since all the active glyphs are stored in a single
texture).</pre>
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