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    <title>topic Re: GMA950 glShadeModel(GL_FLAT) bug in Developing Games on Intel Graphics</title>
    <link>https://community.intel.com/t5/Developing-Games-on-Intel/GMA950-glShadeModel-GL-FLAT-bug/m-p/851863#M344</link>
    <description>&lt;DIV style="margin:0px;"&gt;
&lt;DIV id="quote_reply" style="margin-top: 5px; width: 100%;"&gt;
&lt;DIV style="margin-left:2px;margin-right:2px;"&gt;Quoting - &lt;A href="https://community.intel.com/en-us/profile/419667"&gt;thegeleto&lt;/A&gt;&lt;/DIV&gt;
&lt;DIV style="background-color:#E5E5E5; padding:5px;border: 1px; border-style: inset;margin-left:2px;margin-right:2px;"&gt;&lt;EM&gt;I've stumbled on a driver bug, where when using glShadeModel(GL_FLAT) the triangle color is not always taken from the last vertex as it should.&lt;BR /&gt;&lt;BR /&gt;Here's how this looks with the Intel card:&lt;BR /&gt;&lt;IMG src="http://geleto.com/files/intl.png" alt="Intel GL_FLAT" width="243" height="246" /&gt;&lt;BR /&gt;&lt;BR /&gt;... and the same thing with ATI and NVidia cards:&lt;BR /&gt;&lt;IMG src="http://geleto.com/files/nv.png" alt="NVidia GL_FLAT" width="247" height="249" /&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;A href="http://geleto.com/files/glflatbug.exe"&gt;Executable &lt;/A&gt;(requires glut32.dll):&lt;BR /&gt;&lt;BR /&gt;Source:&lt;BR /&gt;
&lt;/EM&gt;&lt;PRE&gt;&lt;EM&gt;[cpp]#include "stdafx.h"&lt;BR /&gt;#include &lt;GL&gt;&lt;BR /&gt;&lt;BR /&gt;void display(void)&lt;BR /&gt;{&lt;BR /&gt;	int colors[7] = { 0xff0000,0x00ff00,0x0000ff, 0xff00ff,0xff00ff,0xff00ff,0xff00ff };&lt;BR /&gt;	int indexes[18] = { 1,2,0,  2,3,0, 0,4,1, 4,5,1, 1,5,2, 5,6,2 };&lt;BR /&gt;	float verts[21] = { 0,-2,0, 0,0,0, -1,1,0, -1,-1,0, 1,-1,0, 1,1,0, 0,2,0 };&lt;BR /&gt;&lt;BR /&gt;	glClear( GL_COLOR_BUFFER_BIT );&lt;BR /&gt;&lt;BR /&gt;	glEnableClientState( GL_VERTEX_ARRAY );&lt;BR /&gt;	glEnableClientState( GL_COLOR_ARRAY );&lt;BR /&gt;&lt;BR /&gt;	glColorPointer( 4, GL_UNSIGNED_BYTE, 0, colors );&lt;BR /&gt;	glVertexPointer( 3, GL_FLOAT, 0, verts );&lt;BR /&gt;	glDrawElements( GL_TRIANGLES, 18, GL_UNSIGNED_INT, indexes );&lt;BR /&gt;&lt;BR /&gt;	glDisableClientState( GL_VERTEX_ARRAY );&lt;BR /&gt;	glDisableClientState( GL_COLOR_ARRAY );&lt;BR /&gt;	&lt;BR /&gt;	glFlush();&lt;BR /&gt;}&lt;BR /&gt;&lt;BR /&gt;void init(void)&lt;BR /&gt;{&lt;BR /&gt;	glShadeModel( GL_FLAT );&lt;BR /&gt;	glMatrixMode( GL_PROJECTION );&lt;BR /&gt;	glLoadIdentity();&lt;BR /&gt;	glOrtho( -2, 2, -3, 3, -1, 1 );&lt;BR /&gt;}&lt;BR /&gt;&lt;BR /&gt;int _tmain( int argc, char** argv )&lt;BR /&gt;{&lt;BR /&gt;	glutInit( &amp;amp;argc, argv );&lt;BR /&gt;	glutInitDisplayMode( GLUT_SINGLE | GLUT_RGB );&lt;BR /&gt;	glutInitWindowSize( 250, 250 );&lt;BR /&gt;	glutInitWindowPosition( 100, 100 );&lt;BR /&gt;	glutCreateWindow( "Fix me!!!" );&lt;BR /&gt;	init();&lt;BR /&gt;	glutDisplayFunc( display );&lt;BR /&gt;	glutMainLoop();&lt;BR /&gt;	return 0;&lt;BR /&gt;}[/cpp]&lt;/GL&gt;&lt;/EM&gt;&lt;/PRE&gt;
&lt;BR /&gt;&lt;BR /&gt;The same thing happens with normals and when using VBO.&lt;BR /&gt;Tested on an Asus eeepc 1000h, Windows XP, with drivers version 6.14.10.4906(the latest from Asus) and 6.14.10.4926&lt;BR /&gt;BTW, the VBOs on 4926 are very unstable. 4906 has no VBOs&lt;/DIV&gt;
&lt;/DIV&gt;
&lt;/DIV&gt;
&lt;BR /&gt;I will open a driver bug for this. Stay tuned.</description>
    <pubDate>Mon, 20 Jul 2009 17:23:58 GMT</pubDate>
    <dc:creator>Chuck_De_Sylva</dc:creator>
    <dc:date>2009-07-20T17:23:58Z</dc:date>
    <item>
      <title>GMA950 glShadeModel(GL_FLAT) bug</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/GMA950-glShadeModel-GL-FLAT-bug/m-p/851862#M343</link>
      <description>I've stumbled on a driver bug, where when using glShadeModel(GL_FLAT) the triangle color is not always taken from the last vertex as it should.&lt;BR /&gt;&lt;BR /&gt;Here's how this looks with the Intel card:&lt;BR /&gt;&lt;IMG alt="Intel GL_FLAT" src="http://geleto.com/files/intl.png" width="243" height="246" /&gt;&lt;BR /&gt;&lt;BR /&gt;... and the same thing with ATI and NVidia cards:&lt;BR /&gt;&lt;IMG alt="NVidia GL_FLAT" src="http://geleto.com/files/nv.png" width="247" height="249" /&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;A href="http://geleto.com/files/glflatbug.exe"&gt;Executable &lt;/A&gt;(requires glut32.dll):&lt;BR /&gt;&lt;BR /&gt;Source:&lt;BR /&gt;
&lt;PRE&gt;[cpp]#include "stdafx.h"&lt;BR /&gt;#include &lt;GL&gt;&lt;BR /&gt;&lt;BR /&gt;void display(void)&lt;BR /&gt;{&lt;BR /&gt;	int colors[7] = { 0xff0000,0x00ff00,0x0000ff, 0xff00ff,0xff00ff,0xff00ff,0xff00ff };&lt;BR /&gt;	int indexes[18] = { 1,2,0,  2,3,0, 0,4,1, 4,5,1, 1,5,2, 5,6,2 };&lt;BR /&gt;	float verts[21] = { 0,-2,0, 0,0,0, -1,1,0, -1,-1,0, 1,-1,0, 1,1,0, 0,2,0 };&lt;BR /&gt;&lt;BR /&gt;	glClear( GL_COLOR_BUFFER_BIT );&lt;BR /&gt;&lt;BR /&gt;	glEnableClientState( GL_VERTEX_ARRAY );&lt;BR /&gt;	glEnableClientState( GL_COLOR_ARRAY );&lt;BR /&gt;&lt;BR /&gt;	glColorPointer( 4, GL_UNSIGNED_BYTE, 0, colors );&lt;BR /&gt;	glVertexPointer( 3, GL_FLOAT, 0, verts );&lt;BR /&gt;	glDrawElements( GL_TRIANGLES, 18, GL_UNSIGNED_INT, indexes );&lt;BR /&gt;&lt;BR /&gt;	glDisableClientState( GL_VERTEX_ARRAY );&lt;BR /&gt;	glDisableClientState( GL_COLOR_ARRAY );&lt;BR /&gt;	&lt;BR /&gt;	glFlush();&lt;BR /&gt;}&lt;BR /&gt;&lt;BR /&gt;void init(void)&lt;BR /&gt;{&lt;BR /&gt;	glShadeModel( GL_FLAT );&lt;BR /&gt;	glMatrixMode( GL_PROJECTION );&lt;BR /&gt;	glLoadIdentity();&lt;BR /&gt;	glOrtho( -2, 2, -3, 3, -1, 1 );&lt;BR /&gt;}&lt;BR /&gt;&lt;BR /&gt;int _tmain( int argc, char** argv )&lt;BR /&gt;{&lt;BR /&gt;	glutInit( &amp;amp;argc, argv );&lt;BR /&gt;	glutInitDisplayMode( GLUT_SINGLE | GLUT_RGB );&lt;BR /&gt;	glutInitWindowSize( 250, 250 );&lt;BR /&gt;	glutInitWindowPosition( 100, 100 );&lt;BR /&gt;	glutCreateWindow( "Fix me!!!" );&lt;BR /&gt;	init();&lt;BR /&gt;	glutDisplayFunc( display );&lt;BR /&gt;	glutMainLoop();&lt;BR /&gt;	return 0;&lt;BR /&gt;}[/cpp]&lt;/GL&gt;&lt;/PRE&gt;
&lt;BR /&gt;&lt;BR /&gt;The same thing happens with normals and when using VBO.&lt;BR /&gt;Tested on an Asus eeepc 1000h, Windows XP, with drivers version 6.14.10.4906(the latest from Asus) and 6.14.10.4926&lt;BR /&gt;BTW, the VBOs on 4926 are very unstable. 4906 has no VBOs</description>
      <pubDate>Sun, 19 Jul 2009 13:10:02 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/GMA950-glShadeModel-GL-FLAT-bug/m-p/851862#M343</guid>
      <dc:creator>thegeleto</dc:creator>
      <dc:date>2009-07-19T13:10:02Z</dc:date>
    </item>
    <item>
      <title>Re: GMA950 glShadeModel(GL_FLAT) bug</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/GMA950-glShadeModel-GL-FLAT-bug/m-p/851863#M344</link>
      <description>&lt;DIV style="margin:0px;"&gt;
&lt;DIV id="quote_reply" style="margin-top: 5px; width: 100%;"&gt;
&lt;DIV style="margin-left:2px;margin-right:2px;"&gt;Quoting - &lt;A href="https://community.intel.com/en-us/profile/419667"&gt;thegeleto&lt;/A&gt;&lt;/DIV&gt;
&lt;DIV style="background-color:#E5E5E5; padding:5px;border: 1px; border-style: inset;margin-left:2px;margin-right:2px;"&gt;&lt;EM&gt;I've stumbled on a driver bug, where when using glShadeModel(GL_FLAT) the triangle color is not always taken from the last vertex as it should.&lt;BR /&gt;&lt;BR /&gt;Here's how this looks with the Intel card:&lt;BR /&gt;&lt;IMG src="http://geleto.com/files/intl.png" alt="Intel GL_FLAT" width="243" height="246" /&gt;&lt;BR /&gt;&lt;BR /&gt;... and the same thing with ATI and NVidia cards:&lt;BR /&gt;&lt;IMG src="http://geleto.com/files/nv.png" alt="NVidia GL_FLAT" width="247" height="249" /&gt;&lt;BR /&gt;&lt;BR /&gt;&lt;A href="http://geleto.com/files/glflatbug.exe"&gt;Executable &lt;/A&gt;(requires glut32.dll):&lt;BR /&gt;&lt;BR /&gt;Source:&lt;BR /&gt;
&lt;/EM&gt;&lt;PRE&gt;&lt;EM&gt;[cpp]#include "stdafx.h"&lt;BR /&gt;#include &lt;GL&gt;&lt;BR /&gt;&lt;BR /&gt;void display(void)&lt;BR /&gt;{&lt;BR /&gt;	int colors[7] = { 0xff0000,0x00ff00,0x0000ff, 0xff00ff,0xff00ff,0xff00ff,0xff00ff };&lt;BR /&gt;	int indexes[18] = { 1,2,0,  2,3,0, 0,4,1, 4,5,1, 1,5,2, 5,6,2 };&lt;BR /&gt;	float verts[21] = { 0,-2,0, 0,0,0, -1,1,0, -1,-1,0, 1,-1,0, 1,1,0, 0,2,0 };&lt;BR /&gt;&lt;BR /&gt;	glClear( GL_COLOR_BUFFER_BIT );&lt;BR /&gt;&lt;BR /&gt;	glEnableClientState( GL_VERTEX_ARRAY );&lt;BR /&gt;	glEnableClientState( GL_COLOR_ARRAY );&lt;BR /&gt;&lt;BR /&gt;	glColorPointer( 4, GL_UNSIGNED_BYTE, 0, colors );&lt;BR /&gt;	glVertexPointer( 3, GL_FLOAT, 0, verts );&lt;BR /&gt;	glDrawElements( GL_TRIANGLES, 18, GL_UNSIGNED_INT, indexes );&lt;BR /&gt;&lt;BR /&gt;	glDisableClientState( GL_VERTEX_ARRAY );&lt;BR /&gt;	glDisableClientState( GL_COLOR_ARRAY );&lt;BR /&gt;	&lt;BR /&gt;	glFlush();&lt;BR /&gt;}&lt;BR /&gt;&lt;BR /&gt;void init(void)&lt;BR /&gt;{&lt;BR /&gt;	glShadeModel( GL_FLAT );&lt;BR /&gt;	glMatrixMode( GL_PROJECTION );&lt;BR /&gt;	glLoadIdentity();&lt;BR /&gt;	glOrtho( -2, 2, -3, 3, -1, 1 );&lt;BR /&gt;}&lt;BR /&gt;&lt;BR /&gt;int _tmain( int argc, char** argv )&lt;BR /&gt;{&lt;BR /&gt;	glutInit( &amp;amp;argc, argv );&lt;BR /&gt;	glutInitDisplayMode( GLUT_SINGLE | GLUT_RGB );&lt;BR /&gt;	glutInitWindowSize( 250, 250 );&lt;BR /&gt;	glutInitWindowPosition( 100, 100 );&lt;BR /&gt;	glutCreateWindow( "Fix me!!!" );&lt;BR /&gt;	init();&lt;BR /&gt;	glutDisplayFunc( display );&lt;BR /&gt;	glutMainLoop();&lt;BR /&gt;	return 0;&lt;BR /&gt;}[/cpp]&lt;/GL&gt;&lt;/EM&gt;&lt;/PRE&gt;
&lt;BR /&gt;&lt;BR /&gt;The same thing happens with normals and when using VBO.&lt;BR /&gt;Tested on an Asus eeepc 1000h, Windows XP, with drivers version 6.14.10.4906(the latest from Asus) and 6.14.10.4926&lt;BR /&gt;BTW, the VBOs on 4926 are very unstable. 4906 has no VBOs&lt;/DIV&gt;
&lt;/DIV&gt;
&lt;/DIV&gt;
&lt;BR /&gt;I will open a driver bug for this. Stay tuned.</description>
      <pubDate>Mon, 20 Jul 2009 17:23:58 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/GMA950-glShadeModel-GL-FLAT-bug/m-p/851863#M344</guid>
      <dc:creator>Chuck_De_Sylva</dc:creator>
      <dc:date>2009-07-20T17:23:58Z</dc:date>
    </item>
    <item>
      <title>Re: GMA950 glShadeModel(GL_FLAT) bug</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/GMA950-glShadeModel-GL-FLAT-bug/m-p/851864#M345</link>
      <description>&amp;gt;&amp;gt;&amp;gt;I will open a driver bug for this. Stay tuned.&lt;BR /&gt;&lt;BR /&gt;Any news for this?</description>
      <pubDate>Sat, 15 May 2010 06:33:02 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/GMA950-glShadeModel-GL-FLAT-bug/m-p/851864#M345</guid>
      <dc:creator>delle</dc:creator>
      <dc:date>2010-05-15T06:33:02Z</dc:date>
    </item>
    <item>
      <title>Re: GMA950 glShadeModel(GL_FLAT) bug</title>
      <link>https://community.intel.com/t5/Developing-Games-on-Intel/GMA950-glShadeModel-GL-FLAT-bug/m-p/851865#M346</link>
      <description>&lt;P&gt;Unfortunately, GMA950 is not actively supported anymore. I will check with the team to see if this resolved previously.&lt;BR /&gt;&lt;BR /&gt;Thanks,&lt;BR /&gt;-Ganesh&lt;/P&gt;</description>
      <pubDate>Tue, 18 May 2010 18:12:12 GMT</pubDate>
      <guid>https://community.intel.com/t5/Developing-Games-on-Intel/GMA950-glShadeModel-GL-FLAT-bug/m-p/851865#M346</guid>
      <dc:creator>Doraisamy_G_Intel</dc:creator>
      <dc:date>2010-05-18T18:12:12Z</dc:date>
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