http://bugs.winehq.org/show_bug.cgi?id=9659
Dustin McCartney dustin.mccartney.public@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |dustin.mccartney.public@gmai | |l.com
--- Comment #35 from Dustin McCartney dustin.mccartney.public@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.