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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - gl_PrimitiveID is zero when rendering points of size > 1"
href="https://bugs.freedesktop.org/show_bug.cgi?id=96853#c2">Comment # 2</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - gl_PrimitiveID is zero when rendering points of size > 1"
href="https://bugs.freedesktop.org/show_bug.cgi?id=96853">bug 96853</a>
from <span class="vcard"><a class="email" href="mailto:denis.fisseler@tu-dortmund.de" title="denis.fisseler@tu-dortmund.de">denis.fisseler@tu-dortmund.de</a>
</span></b>
<pre>This sounds plausible, thank you for shedding some light on this! The faking of
large points through triangles in a GS would also explain, why some of my GS
code, I use with large points and for constructing wide lines, doesn't work as
expected. Unfortunately this part of the mesa code seems to have a lot of bugs,
and produces crashes, no rendering output and false rendering output. The same
code works flawless with ubuntu, win7, winxp on nvidia/amd/intel graphics in a
non-vm environment.</pre>
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