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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - [llvmpipe] Front/Backfaces do not cover the same pixels when rasterized"
href="https://bugs.freedesktop.org/show_bug.cgi?id=78914#c17">Comment # 17</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - [llvmpipe] Front/Backfaces do not cover the same pixels when rasterized"
href="https://bugs.freedesktop.org/show_bug.cgi?id=78914">bug 78914</a>
from <span class="vcard"><a class="email" href="mailto:florianlink@gmail.com" title="Florian Link <florianlink@gmail.com>"> <span class="fn">Florian Link</span></a>
</span></b>
<pre>Ok, you are right, it only happens with depth test enabled.
The strange thing is that it creates these artifacts in my ray caster,
where I get exactly theses holes but both front/back faces have the same
interpolated positions, so depth rejection should not create holes because
another triangle should be have rendered to that pixel first.
Anyway, I think the depth test should still not generate these rejection
pixels, since it will create problems in e.g. depth peeling and other
algorithms as well.</pre>
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