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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Line rendering broken in Dolphin when using gl_ClipDistance"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97232#c13">Comment # 13</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Line rendering broken in Dolphin when using gl_ClipDistance"
href="https://bugs.freedesktop.org/show_bug.cgi?id=97232">bug 97232</a>
from <span class="vcard"><a class="email" href="mailto:jules.blok@gmail.com" title="Jules Blok <jules.blok@gmail.com>"> <span class="fn">Jules Blok</span></a>
</span></b>
<pre>(In reply to Ilia Mirkin from <a href="show_bug.cgi?id=97232#c12">comment #12</a>)
<span class="quote">> Well, what would the clip distance value be if you didn't? You're generating
> any number of fresh vertices, and the clip distance is a per-vertex attrib.
> There's no real other way for it to work.</span >
I assumed that, since I didn't actually change gl_ClipDistance in the geom
shader, it would just continue to use the value I had already set on the input
vertex. And it looks like most drivers do handle it like that, but as you said
that is likely undefined behavior.</pre>
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