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https://bugs.freedesktop.org/show_bug.cgi?id=8410
[EMAIL PROTECTED] changed:
What |Removed |Added
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Component|GLX |Mesa core
------- Additional Comments From [EMAIL PROTECTED] 2006-09-24 12:54 -------
(In reply to comment #3)
> simple testcase showing broken glcolor3/glcolor4 behaviour
forgot to mention, fails for indirect rendering, and dri radeon tcl_mode=0,1
(but works for tcl_mode=2,3 which is not unexpected).
(In reply to comment #2)
> The reason the API allows that sort of thing is to minimize the amount of data
> transferred from CPU to GPU (memory cycles are slow compared to either CPU or
> GPU compute cycles) and to maximize concurrent processing by the CPU and GPU
> (CPU decides what data to send; GPU handles conversion, reformatting, and
> inserting default values).
>
> All this made more sense before hardware was designed for D3D, which makes
> different assumptions about batching and data formats on the host than the
> original OpenGL spec.
> </history-lesson>
I'll understand it might have made sense originally, though only if you can
actually send your gpu per-vertex format data along with the vertices. But in a
world where for performance-oriented apps your vertex data has to live in vbos,
and immediate mode won't be fast no matter what you do (unless you manage to
hack it up in the driver until it looks like it's arranged in vertex arrays) it
puts a lot of burden on the driver. Anyway, the fact remains that doomsday
shouldn't use hat feature, it can expect the result to be correct, but I don't
think it's reasonable to expect good performance out of it (though if the vertex
count is low it probably doesn't actually matter) with todays hw/drivers.
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