Klaus Niederkrueger wrote:
>
> >I`m assuming that you`re using software rendering (Xlib driver).
>
> This is true...If I use Utah-GLX (Mach 64), the error does not appear.
> If I use Mesa-3.2 in Software-mode it also does not appear. (With Mesa-3.3 it does, with 3.5 also).
>
> >When I`ve seen this sort of thing before it usually caused by using "bad"
> >near/far clip plane positions. What are your arguments to glFrustum?
> >If the ratio of far:near is greater than 1000 you should adjust the
> >values.
>
> I don't know exactly: I could check it, but I don't have much time. I just took the normal crystal-space-code (compiled it) and used the demo 'walktest'.
I had made some changes in the depth buffer GLX code to support arbitrary
bits/Z at runtime. There might be something funny going on in Crystal
Space's use of GLX. Please do the glGetIntergerv(GL_DEPTH_BITS, &bits)
experiment.
-Brian
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