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author | Brian Paul <[email protected]> | 2012-04-13 14:31:16 -0600 |
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committer | Brian Paul <[email protected]> | 2012-04-13 14:31:33 -0600 |
commit | 286e50a87d6dc2cd9e6d020a6d41eb7cdc506c9d (patch) | |
tree | bd3d07628797a6c3ac3a3dc224dcff1d1dbc1b00 /docs | |
parent | f2509df95cd1d055e91b1558c5d9c5a935067d78 (diff) |
docs: document another viewperf bug in Maya-03
Diffstat (limited to 'docs')
-rw-r--r-- | docs/viewperf.html | 31 |
1 files changed, 31 insertions, 0 deletions
diff --git a/docs/viewperf.html b/docs/viewperf.html index c294255acb8..1005eae48a7 100644 --- a/docs/viewperf.html +++ 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> |