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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#c4">Comment # 4</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:issor.oruam@gmail.com" title="Mauro Rossi <issor.oruam@gmail.com>"> <span class="fn">Mauro Rossi</span></a>
</span></b>
<pre>
The attachment was related to a freeze-lockup, even if it's most probably a
different problem.
<span class="quote">> 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...).</span >
I'm not involved in fs2_open project, I'm contributing to Star Wars mod testing
on Linux,
but I found something interesting, using the NV30_SWTNL=1 parameter, I could
cycle all models and get trace to qapitrate retrace all the sequence with hwtnl
and ...
... just some specific 3D models produce z-culling artifacts, where parts of
the 3D model, like the X-Wind hull, are put extremely "in the front" hiding
everything, while other 3D models are perfectly rendered.
I'm going to check with 3D model owners if there is a way to correct the
impacted 3D models.
Thanks a lot Ilia!
I'll report back when I found the exact cause of the problem.
<span class="quote">> Lastly, please ensure you're using a semi-recent mesa...</span >
I'm testing with mesa git (oibaf ppa)</pre>
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