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      <base href="https://bugs.freedesktop.org/" />
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    <body><table border="1" cellspacing="0" cellpadding="8">
        <tr>
          <th>Priority</th>
          <td>medium
          </td>
        </tr>

        <tr>
          <th>Bug ID</th>
          <td><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW --- - Front/Backfaces do not cover the same pixels when rasterized"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=78914">78914</a>
          </td>
        </tr>

        <tr>
          <th>Assignee</th>
          <td>mesa-dev@lists.freedesktop.org
          </td>
        </tr>

        <tr>
          <th>Summary</th>
          <td>Front/Backfaces do not cover the same pixels when rasterized
          </td>
        </tr>

        <tr>
          <th>Severity</th>
          <td>normal
          </td>
        </tr>

        <tr>
          <th>Classification</th>
          <td>Unclassified
          </td>
        </tr>

        <tr>
          <th>OS</th>
          <td>All
          </td>
        </tr>

        <tr>
          <th>Reporter</th>
          <td>florianlink@gmail.com
          </td>
        </tr>

        <tr>
          <th>Hardware</th>
          <td>Other
          </td>
        </tr>

        <tr>
          <th>Status</th>
          <td>NEW
          </td>
        </tr>

        <tr>
          <th>Version</th>
          <td>10.1
          </td>
        </tr>

        <tr>
          <th>Component</th>
          <td>Mesa core
          </td>
        </tr>

        <tr>
          <th>Product</th>
          <td>Mesa
          </td>
        </tr></table>
      <p>
        <div>
        <pre>When trying to run my GLSL raycaster with Mesa/llvmpipe, I recognized artifacts
due to the wrong ray start/end positions. I render the start/end rays as boxes
where the front face is the start position and the back face is the back
position. The problem seems to be that the front/back faces do not cover the
exact same pixels in the framebuffer, even when they share the same edges.
On NVidia/ATI cards with native driver, the back faces cover the same pixels as
the front faces.

This can be reproduced by rendering a triangle with culling turned off and
blending turned on. When rotating the triangle one can see the artifacts on the
borders of the triangle.</pre>
        </div>
      </p>
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