From: Brian Paul Date: Fri, 8 Mar 2013 17:32:39 +0000 (-0700) Subject: docs: document another Viewperf bug X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=728240b64d1263bfe2f6d52c3643f70b5719ccbc;p=mesa.git docs: document another Viewperf bug --- diff --git a/docs/viewperf.html b/docs/viewperf.html index ab2fd67ef60..3bbe1978ab8 100644 --- a/docs/viewperf.html +++ b/docs/viewperf.html @@ -203,6 +203,35 @@ This causes the object in question to be drawn in a strange orientation and with a semi-random color (between white and black) since GL_FOG is enabled.

+ +

Proe-05 test 1

+ +

+This uses depth testing but there's two problems: +

    +
  1. The glXChooseFBConfig() call doesn't request a depth buffer +
  2. The test never calls glClear(GL_DEPTH_BUFFER_BIT) to initialize the depth buffer +
+

+If the chosen visual does not have a depth buffer, you'll see the wireframe +car model but it won't be rendered correctly. +

+If (by luck) the chosen visual has a depth buffer, its initial contents +will be undefined so you may or may not see parts of the model. +

+Interestingly, with NVIDIA's driver most visuals happen to have a depth buffer +and apparently the contents are initialized to 1.0 by default so this test +just happens to work with their drivers. +

+ +

+Finally, even if a depth buffer was requested and the glClear(GL_COLOR_BUFFER_BIT) +calls were changed to glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) +the problem still wouldn't be fixed because GL_DEPTH_WRITEMASK=GL_FALSE when +glClear is called so clearing the depth buffer would be a no-op anyway. +

+ +