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author | Brian Paul <brianp@vmware.com> | 2013-03-08 10:32:39 -0700 |
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committer | Brian Paul <brianp@vmware.com> | 2013-03-08 10:35:46 -0700 |
commit | 728240b64d1263bfe2f6d52c3643f70b5719ccbc (patch) | |
tree | 51e6c197d5f86c8e64612e2f237ff3054f9f63a9 | |
parent | 17f1cb1d99e66227d1e05925ef937643f5c1089a (diff) | |
download | mesa-728240b64d1263bfe2f6d52c3643f70b5719ccbc.tar.gz mesa-728240b64d1263bfe2f6d52c3643f70b5719ccbc.tar.bz2 mesa-728240b64d1263bfe2f6d52c3643f70b5719ccbc.zip |
docs: document another Viewperf bug
-rw-r--r-- | docs/viewperf.html | 29 |
1 files changed, 29 insertions, 0 deletions
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. </p> + +<h2>Proe-05 test 1</h2> + +<p> +This uses depth testing but there's two problems: +<ol> +<li>The glXChooseFBConfig() call doesn't request a depth buffer +<li>The test never calls glClear(GL_DEPTH_BUFFER_BIT) to initialize the depth buffer +</ol> +<p> +If the chosen visual does not have a depth buffer, you'll see the wireframe +car model but it won't be rendered correctly. +</p> +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. +<p> +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. +</p> + +<p> +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. +</p> + + </div> </body> </html> |