bugzilla-daemon at freedesktop.org
2013-Mar-05 12:54 UTC
[Nouveau] [Bug 61854] New: [nv50]glClipPlane not clipping correctly for glsl
https://bugs.freedesktop.org/show_bug.cgi?id=61854 Priority: medium Bug ID: 61854 Assignee: nouveau at lists.freedesktop.org Summary: [nv50]glClipPlane not clipping correctly for glsl Severity: normal Classification: Unclassified OS: Linux (All) Reporter: bill at taniwha.org Hardware: x86-64 (AMD64) Status: NEW Version: git Component: Drivers/DRI/nouveau Product: Mesa Created attachment 75953 --> https://bugs.freedesktop.org/attachment.cgi?id=75953&action=edit blender file demonstrating FF vs GLSL behavior of glClipPlane hw: NVIDIA Corporation G80 [GeForce 8800 GTS] (rev a2) The problem was found using the alt-b clipping border option in blender. In blender's default scene, press alt-b with the mouse in the 3d view and "select" part of the cube. It gets clipped properly. However, turn on matcap (press N to get the properties panel, scroll down and open the display sub-panel, and turn on "Matcap") and the clipping of the cube will depend on the viewer's position and angle with respect to the clipping planes. However, the highlighted wire-frame of the cube is always clipped correctly. I was told by Ton (blender leader) that blender uses glClipPlane for the clipping border, and that enabling matcap simply causes blender to use glsl for the solid rendering. Although I've included the url to the bug report in blender's bug tracker, I've also attached the same blend file to this report. For the blend file, turning off matcap will cause the cube to clip correctly, independently of the viewer's position and angle. Zooming in a little (mouse wheel) with matcap enabled will cause the cube's surface to become partially visible, but it will still be incorrect. Blender bug tracker url: http://projects.blender.org/tracker/?func=detail&atid=231&aid=34492&group_id=9 -- You are receiving this mail because: You are the assignee for the bug. -------------- next part -------------- An HTML attachment was scrubbed... URL: <http://lists.freedesktop.org/archives/nouveau/attachments/20130305/b6509617/attachment.html>
bugzilla-daemon at freedesktop.org
2013-Mar-07 13:01 UTC
[Nouveau] [Bug 61854] [nv50]glClipPlane not clipping correctly for glsl
https://bugs.freedesktop.org/show_bug.cgi?id=61854 --- Comment #1 from bill at taniwha.org --- Ok, thank's to calim's help, it turns out that blender wasn't writing to gl_ClipVertex. However, this is because __GLSL_CG_DATA_TYPES is not defined. Should nouveau define it? Or is there another define that can be used in blender's shader? -- You are receiving this mail because: You are the assignee for the bug. -------------- next part -------------- An HTML attachment was scrubbed... URL: <http://lists.freedesktop.org/archives/nouveau/attachments/20130307/0ab14f75/attachment.html>
bugzilla-daemon at freedesktop.org
2013-Mar-07 18:35 UTC
[Nouveau] [Bug 61854] [nv50]glClipPlane not clipping correctly for glsl
https://bugs.freedesktop.org/show_bug.cgi?id=61854 --- Comment #2 from Christoph Bumiller <e0425955 at student.tuwien.ac.at> --- __GLSL_CG_DATA_TYPES is an NV blob-specific feature related to Cg. How does that have anything to do with gl_ClipVertex ? And no, there's no way we're going to define it with mesa. -- You are receiving this mail because: You are the assignee for the bug. -------------- next part -------------- An HTML attachment was scrubbed... URL: <http://lists.freedesktop.org/archives/nouveau/attachments/20130307/9307ac1c/attachment.html>
bugzilla-daemon at freedesktop.org
2013-Mar-07 19:43 UTC
[Nouveau] [Bug 61854] [nv50]glClipPlane not clipping correctly for glsl
https://bugs.freedesktop.org/show_bug.cgi?id=61854 Christoph Bumiller <e0425955 at student.tuwien.ac.at> changed: What |Removed |Added ---------------------------------------------------------------------------- Status|NEW |RESOLVED Resolution|--- |NOTOURBUG --- Comment #3 from Christoph Bumiller <e0425955 at student.tuwien.ac.at> --- blender's shader says: "gl_ClipVertex works only on NVIDIA graphic cards so we have to check with __GLSL_CG_DATA_TYPES" The GL 2.0 spec says: "If gl ClipVertex is not written by the vertex shader, its value is unde?ned, which implies that the results of clipping to any client-de?ned clip planes are also undefined." I don't know with which driver they tested this (maybe on a gallium driver before gl_ClipVertex was handled, which came rather late ?), but they can't expect undefined behaviour to work everywhere. -- You are receiving this mail because: You are the assignee for the bug. -------------- next part -------------- An HTML attachment was scrubbed... URL: <http://lists.freedesktop.org/archives/nouveau/attachments/20130307/6c1cf074/attachment.html>
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