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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - NV46 (G72) Full screen artifacts in Freespace 2 SW OT mod"
href="https://bugs.freedesktop.org/show_bug.cgi?id=95095#c1">Comment # 1</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - NV46 (G72) Full screen artifacts in Freespace 2 SW OT mod"
href="https://bugs.freedesktop.org/show_bug.cgi?id=95095">bug 95095</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>If you are involved with the development of this application, could you verify
that it never uses a 32-bit color buffer with a 16-bit depth buffer, or a
16-bit color buffer with a 24-bit depth buffer? (That's RGBA8 + Z16 or RGB565 +
Z24.) Those combinations, while perfectly legal in GL, are not actually
supported by the hardware, and the driver "works around it" by just disabling
depth, which results in broken rendering (but at least no hangs...).
Another random thing to try: set NV30_SWTNL=1 in the environment - that will
make the tnl go through a software path
Lastly, please ensure you're using a semi-recent mesa...</pre>
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