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authorBrian Paul <brianp@vmware.com>2012-04-13 14:31:16 -0600
committerBrian Paul <brianp@vmware.com>2012-04-13 14:31:33 -0600
commit286e50a87d6dc2cd9e6d020a6d41eb7cdc506c9d (patch)
treebd3d07628797a6c3ac3a3dc224dcff1d1dbc1b00
parentf2509df95cd1d055e91b1558c5d9c5a935067d78 (diff)
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docs: document another viewperf bug in Maya-03
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diff --git a/docs/viewperf.html b/docs/viewperf.html
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+++ b/docs/viewperf.html
@@ -152,7 +152,38 @@ If the fallback texture created in _mesa_get_fallback_texture() is
initialized to be full white instead of full black the rendering appears
correct.
However, we have no plans to implement this work-around in Mesa.
+</p>
+
+<h2>Maya-03 test 2</h2>
+
+<p>
+This test makes some unusual calls to glRotate. For example:
+</p>
+<pre>
+glRotate(50, 50, 50, 1);
+glRotate(100, 100, 100, 1);
+glRotate(52, 52, 52, 1);
+</pre>
+<p>
+These unusual values lead to invalid modelview matrices.
+For example, the last glRotate command above produces this matrix with Mesa:
+<pre>
+1.08536e+24 2.55321e-23 -0.000160389 0
+5.96937e-25 1.08536e+24 103408 0
+103408 -0.000160389 1.74755e+09 0
+0 0 0 nan
+</pre>
+and with NVIDIA's OpenGL:
+<pre>
+1.4013e-45 0 -nan 0
+0 1.4013e-45 1.4013e-45 0
+1.4013e-45 -nan 1.4013e-45 0
+0 0 0 1.4013e-45
+</pre>
+<p>
+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.
</p>