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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Indirect rendering of multi-texture vertex arrays broken"
href="https://bugs.freedesktop.org/show_bug.cgi?id=61907#c1">Comment # 1</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Indirect rendering of multi-texture vertex arrays broken"
href="https://bugs.freedesktop.org/show_bug.cgi?id=61907">bug 61907</a>
from <span class="vcard"><a class="email" href="mailto:cjmmail10-bz@yahoo.co.uk" title="Colin McDonald <cjmmail10-bz@yahoo.co.uk>"> <span class="fn">Colin McDonald</span></a>
</span></b>
<pre>I've realised that I was so focused on describing my code changes that
I omitted to adequately describe the problem symptoms, other than to say
that multi-texturing is "broken".
OpenSceneGraph makes extensive use off glDrawArrays and glDrawElements.
Arrays of texture coordinates are set-up using glTexCoordPointer, for
the active texture unit selected with glClientActiveTexture. For texture
units > 0, indirect rendering to a remote display results in those
texture coordinates being either ignored, or corrupting the output of
the unit 0 texture. This is because of the __glXInitVertexArrayState
initialisation problem, which fails to get GL_MAX_TEXTURE_UNITS, and
consequently rejects all texture units > 0.
The incorrect op codes and the wrong output order for double texture
coords have the potential to cause protocol errors and/or crash the
remote display server, but we don't actually get that because of
multi-texture output being ignored due to the first problem. It is only
when the first problem is fixed that the others become apparent.</pre>
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