[Bug 9659] Guild Wars: Rendering of 3D models broken

wine-bugs at winehq.org wine-bugs at winehq.org
Sun Dec 9 17:27:00 CST 2007


http://bugs.winehq.org/show_bug.cgi?id=9659


Dustin McCartney <dustin.mccartney.public at gmail.com> changed:

           What    |Removed                     |Added
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                 CC|                            |dustin.mccartney.public at gmai
                   |                            |l.com




--- Comment #35 from Dustin McCartney <dustin.mccartney.public at gmail.com>  2007-12-09 17:27:00 ---
In the past, I have seen similar behavior occur under 2 conditions:

1) One or more values in an index buffer references vertices which are out of
range.  Ie: A vertex buffer contains 100 vertices (0 thru 99) but one or more
values in the OpenGL index buffer reference values outside this range (for
example, an index value of 100 or 101) which attempts to use a vertex that is
undefined.  This would be a problem with invalid indice(s) in the index buffer.

...or...

2) A vertex buffer is being created from a set of data that fails to fully fill
the vertex buffer.  Ie: A vertex buffer expects 100 vertices...  The source
data that fills the vertex buffer only fills (or copies data into) the first 96
vertices instead of filling all 100.  The index buffer then refers to vertices
in the range between 0-99, however whenever an index references the last 4
vertices (which have not been initialized/stale), invalid vertex positions are
read which cause rendering artifacts.  This would be a problem filling the
vertex buffer with the proper/expected values.

I do not _believe_ that this is a "z-depth" issue as discussed earlier.


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