I'm unfamiliar with how this works, so please bear with me. I'm attempting to track down an intermittent rendering bug in my application which appears to be related to stencil information not being correct at the time primitives are rendered.
The rendering builds up by rendering into the stencil buffer, changing the stencil tests and doing more rendering on top. Running with debug options set to always flush after each primitive fixes the issue, as does a judicial insertion of glFlush into my rendering code after changing the stencil test state, but before drawing more geometry. Is it possible that the rendering commands and the state-change are getting their orders muddled up, or that the rendering before the state change (affecting the stencil) hasn't hit the stencil buffer before further rendering then uses the (not yet up to date) stencil buffer? Some kind of stall missing / cache coherency problem? Anyway.. you guys know more how this works than I do, so any pointers would be greatly appreciated. I'll let you know if I narrow it down any further. -- Peter Clifton Electrical Engineering Division, Engineering Department, University of Cambridge, 9, JJ Thomson Avenue, Cambridge CB3 0FA Tel: +44 (0)7729 980173 - (No signal in the lab!) Tel: +44 (0)1223 748328 - (Shared lab phone, ask for me) _______________________________________________ Intel-gfx mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/intel-gfx
