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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Gallium: GL_LINE_LOOP broken with more than 512 points"
href="https://bugs.freedesktop.org/show_bug.cgi?id=81174#c7">Comment # 7</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Gallium: GL_LINE_LOOP broken with more than 512 points"
href="https://bugs.freedesktop.org/show_bug.cgi?id=81174">bug 81174</a>
from <span class="vcard"><a class="email" href="mailto:sroland@vmware.com" title="Roland Scheidegger <sroland@vmware.com>"> <span class="fn">Roland Scheidegger</span></a>
</span></b>
<pre>Hmm interesting. I thought more than 512 vertices would fit before it uses a
new buffer (the buffer size is 64kB though I don't know what the vertex size
ends up with). But if the bug is due to that I guess indeed changing the prim
type (probably in vbo_exec_wrap_buffers()) and fixing up the copied vertices
stuff (if it doesn't do the right thing already) would do the trick. But indeed
closing the loop finally would be tricky (well I guess would need to keep the
vertex around when doing the buffer wrap, then can simply emit it as another
vertex last). I have no idea of the effects this has on things like line
stippling but I guess it couldn't be worse than it is now...
Also, things like GL_POLYGON with fill mode line probably has the same problem
and can't be fixed that way really.
Note that the draw module has its own decomposition of primitives into smaller
chunks too which could also be buggy (vsplit stuff).</pre>
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