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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - vbo: premature flushing breaks GL_LINE_LOOP"
href="https://bugs.freedesktop.org/show_bug.cgi?id=28130#c9">Comment # 9</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - vbo: premature flushing breaks GL_LINE_LOOP"
href="https://bugs.freedesktop.org/show_bug.cgi?id=28130">bug 28130</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>(In reply to marius predut from <a href="show_bug.cgi?id=28130#c8">comment #8</a>)
<span class="quote">> My investigation till now :
> Because the test code call twice the
> glBegin(GL_LINE_LOOP);glVertex3fv(); glEnd() and then glFlush()
> if we add an intermediary glFlush() between those sequential call then the
> bug
> is fixed.
> Seems a trouble with last status of glBegin(GL_LINE_LOOP) after the same
> call, in case not flushing was done.</span >
Pretty sure this is more or less coincidence, since in this example a single
loop fits into the max size of some buffer before it will be flushed
internally. Make it bigger and it will still fail.
(Also see <a class="bz_bug_link
bz_status_NEW "
title="NEW - Gallium: GL_LINE_LOOP broken with more than 512 points"
href="show_bug.cgi?id=81174">https://bugs.freedesktop.org/show_bug.cgi?id=81174</a> for a related bug
and some mroe explanation).</pre>
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