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authorKeith Whitwell <keithw@vmware.com>2009-06-30 19:52:44 +0100
committerKeith Whitwell <keithw@vmware.com>2009-06-30 19:59:38 +0100
commite5cb11addad31f698dc8261e7f96d5e3af4a85d6 (patch)
tree0d8bad64221010adefba714f9440a71fc414ee63 /progs/xdemos/glthreads.c
parent6af783bea0e171582f86c8456ca521ac242abc39 (diff)
mesa/vbo: fix compile and replay of nodes ending in a FALLBACK
Where vbo save nodes are terminated with a call to DO_FALLBACK(), as in the case of a recursive CallList which is itself within a Begin/End pair, there two problems: 1) The display list node's primitive information was incorrect, stating the cut-off prim had zero vertices 2) On replay, we would get confused by a primitive that started in a node, but was terminated by individual opcodes. This change fixes the first problem by correctly terminating the last primitive on fallback, and the second by forcing the display list to use the Loopback path, converting all nodes into immediate-mode rendering. The loopback fix is a performance hit, but avoiding this would require a fairly large rework of this code.
Diffstat (limited to 'progs/xdemos/glthreads.c')
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