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authormarha <marha@users.sourceforge.net>2013-03-18 16:34:52 +0100
committermarha <marha@users.sourceforge.net>2013-03-18 16:34:52 +0100
commit1923199a967ec1add54ad8c0e5d48ee320efdb9f (patch)
treeb8c3af0c9f15576a65d85bb80f94546d7c0d0542 /mesalib/docs/viewperf.html
parentb5acb643ab1a86b31409900a7c03281fcc48c8e3 (diff)
parent9c17f511266fff48a936633de280f271f0ce0c11 (diff)
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Merge remote-tracking branch 'origin/released'
* origin/released: libX11 mesa git update 18 Mar 2013 fontconfig libX11 mesa pixman xserver xkeyboard-config git update 11 Mar 2013
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@@ -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>