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<body><span class="vcard"><a class="email" href="mailto:cgerlach42@gmail.com" title="cgerlach42@gmail.com">cgerlach42@gmail.com</a>
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<a class="bz_bug_link
bz_status_REOPENED "
title="REOPENED - [llvmpipe] triangles with vertices that map to raster positions > viewport width/height are not displayed"
href="https://bugs.freedesktop.org/show_bug.cgi?id=80183">bug 80183</a>
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<tr>
<th>What</th>
<th>Removed</th>
<th>Added</th>
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<tr>
<td style="text-align:right;">Status</td>
<td>RESOLVED
</td>
<td>REOPENED
</td>
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<td style="text-align:right;">Resolution</td>
<td>FIXED
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<td>---
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<b><a class="bz_bug_link
bz_status_REOPENED "
title="REOPENED - [llvmpipe] triangles with vertices that map to raster positions > viewport width/height are not displayed"
href="https://bugs.freedesktop.org/show_bug.cgi?id=80183#c9">Comment # 9</a>
on <a class="bz_bug_link
bz_status_REOPENED "
title="REOPENED - [llvmpipe] triangles with vertices that map to raster positions > viewport width/height are not displayed"
href="https://bugs.freedesktop.org/show_bug.cgi?id=80183">bug 80183</a>
from <span class="vcard"><a class="email" href="mailto:cgerlach42@gmail.com" title="cgerlach42@gmail.com">cgerlach42@gmail.com</a>
</span></b>
<pre>I also observe this problem, but I have used a really new mesa version:
OpenGL 3.0 Mesa 10.5.3
Gallium 0.4 on llvmpipe (LLVM 3.6, 256 bits)
To get an impression how the clipping looks, I have attached some snapshots:
* snapshot_1.png: clipping is active (axis aligned clipping cube) and all
possibly clipped triangles are in the viewport -> clipping works as expected.
* snapshot_2.png/snapshot_3.png: after zooming in a little bit, most triangles
that have a clipped vertex are clipped completely.
Additional information:
* We do the clipping within a GLSL shader with gl_ClipVertex (not fixed
function).
* Reproducible on windows and linux llvmpipe version -> I did not expect any
difference, but who knows...
* Using nvidia hardware rendering with the same shader code looks correct.
* Because the clipping is working correct when all triangles are within the
viewport, I don't expect a shader problem.</pre>
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