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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Torchlight 1&2 (in Wine): glitchy models when hardware skinning enabled"
href="https://bugs.freedesktop.org/show_bug.cgi?id=91232#c2">Comment # 2</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Torchlight 1&2 (in Wine): glitchy models when hardware skinning enabled"
href="https://bugs.freedesktop.org/show_bug.cgi?id=91232">bug 91232</a>
from <span class="vcard"><a class="email" href="mailto:imirkin@alum.mit.edu" title="Ilia Mirkin <imirkin@alum.mit.edu>"> <span class="fn">Ilia Mirkin</span></a>
</span></b>
<pre>Appears that the draw @30166 is the one that introduces a white polygon. The
shader program in question is a little sketchy since it sets gl_FrontColor in
vertex shader, but uses gl_SecondaryColor in fragment shader. Investigating
whether this is legal and how to handle it.</pre>
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