[Bug 71760] New: [GLSL] Transformation of vertex position looks incorrect
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Mon Nov 18 13:37:27 PST 2013
https://bugs.freedesktop.org/show_bug.cgi?id=71760
Priority: medium
Bug ID: 71760
Assignee: idr at freedesktop.org
Summary: [GLSL] Transformation of vertex position looks
incorrect
QA Contact: intel-3d-bugs at lists.freedesktop.org
Severity: normal
Classification: Unclassified
OS: Linux (All)
Reporter: vluchits at gmail.com
Hardware: x86-64 (AMD64)
Status: NEW
Version: 9.2
Component: glsl-compiler
Product: Mesa
Created attachment 89432
--> https://bugs.freedesktop.org/attachment.cgi?id=89432&action=edit
test case
Hello,
I'm the lead programmer of game "Warsow" - an open source first person shooter.
We just tried running development version of the game with open source AMD
drivers shipped with Ubuntu 13.10 and custom-installed 3.12 Linux kernel. While
the performance was better than we had expected, there were a few visual
glitches.
In the game we use the so called "hardware skinning" for skeletal models to
transform vertex coordinates by the influencing bones on the GPU. The
transformation code is pretty complex and involves quaternion maths and
accessing uniform arrays by index read from vertex attribute.
Despite the fact that vertex shader compiles successfully, the end result looks
quite a bit off, meaning that sometimes meshes look deformed in unexpected
directions. Unfortunately I can't take a screenshot to demonstrate the bug
right now, but I managed to cook a somewhat minimal version of the shader. You
will find the aforementioned transformation code in function
QF_VertexDualQuatsTransform.
If you need to access our repository to be able to reproduce and observe the
bug, just let me know.
Best regards,
Victor
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