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[Octave-bug-tracker] [bug #52260] Axes appear upside down with Qt5


From: Markus Mützel
Subject: [Octave-bug-tracker] [bug #52260] Axes appear upside down with Qt5
Date: Sat, 28 Oct 2017 16:57:53 -0400 (EDT)
User-agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:57.0) Gecko/20100101 Firefox/57.0

Follow-up Comment #16, bug #52260 (project octave):

@Dan: Sorry for taking so long. The output running the example from comment
#10 with your patch is the same both with hardware and software rendering:

VW = 0 0 560 420
Mat1 = 0.015867 0.006088 0.010544 0.000000
Mat2 = 129.089779 0.000000 0.000000 0.000000


I tried some more and managed to track the error down to using stipples. With
the following change I get the axes and grid at the correct position and
orientation (with the default settings):

diff -r 857b553177a5 libinterp/corefcn/gl-render.cc
--- a/libinterp/corefcn/gl-render.cc    Wed Oct 25 23:22:59 2017 +0200
+++ b/libinterp/corefcn/gl-render.cc    Sat Oct 28 22:48:22 2017 +0200
@@ -862,7 +862,7 @@
 #if defined (HAVE_OPENGL)
 
     glColor4d (gridcolor(0), gridcolor(1), gridcolor(2), gridalpha);
-    set_linestyle (gridstyle, true, linewidth);
+    set_linestyle (gridstyle, false, linewidth);
     glBegin (GL_LINES);
     for (int i = 0; i < ticks.numel (); i++)
       {
@@ -1271,7 +1271,7 @@
 
     // Axes box
 
-    set_linestyle ("-", true, linewidth);
+    set_linestyle ("-", false, linewidth);
 
     glBegin (GL_LINES);
 


However, when I trigger using stipples for example with "set (gca,
"gridlinestyle", '--')", the grid draws upside down again.
Does that mean the driver has an error?

I also see the following message every time I resize the figure:

context mismatch in svga_sampler_view_destroy


Mike seems to be right and VMWare's video driver is probably mesa-based. At
least, I could find that message in the mesa sources. Right next to it, there
is the following comment [1]:

         /* The SVGA3D device will generate an error (and on Linux, cause
          * us to abort) if we try to destroy a shader resource view from
          * a context other than the one it was created with.  Skip the
          * SVGA3D_vgpu10_DestroyShaderResourceView() and leak the sampler
          * view for now.  This should only sometimes happen when a shared
          * texture is deleted.
          */


So there still might be something wrong in our code?

[1]
https://github.com/imirkin/mesa/blob/master/src/gallium/drivers/svga/svga_pipe_sampler.c


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