# Radeon X1300 issues

**URL:** https://forums.imgtec.com/t/radeon-x1300-issues/201
**Category:** PowerVR Insider
**Created:** [December 8, 2008, 7:51am UTC](https://forums.imgtec.com/t/radeon-x1300-issues/201 "2008-12-08T07:51:58Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![zoxc](https://avatars.discourse-cdn.com/v4/letter/z/258eb7/32.png) [@zoxc](https://forums.imgtec.com/u/zoxc)
#### Post date: [December 8, 2008, 7:51am UTC](https://forums.imgtec.com/t/radeon-x1300-issues/201/1 "2008-12-08T07:51:58Z")

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The OpenGL ES 2.0 emulator doesn't seem to like Radeon X1300.

Here is a nice screenshot: [http://img224.imageshack.us/img224/2909/scalesci7.png](http://img224.imageshack.us/img224/2909/scalesci7.png)

Here is a video that shows how it's supposed to look like: [http://www.youtube.com/watch?v=bwNDMtsJmPE](http://www.youtube.com/watch?v=bwNDMtsJmPE) (This version has icons in the list and it has a scrollbar)

It looks the same in both Windows XP and Ubuntu.

  
Zoxc2008-12-08 08:52:26

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### Author: ![xmas](https://avatars.discourse-cdn.com/v4/letter/x/958977/32.png) [@xmas](https://forums.imgtec.com/u/xmas)
#### Post date: [December 8, 2008, 8:38am UTC](https://forums.imgtec.com/t/radeon-x1300-issues/201/2 "2008-12-08T08:38:18Z")

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There is a bug in our OpenGL ES 2.0 PCViewer which will cause the last vertex in a glDrawElements call to be incorrectly transformed when using GL\_FIXED vertex attributes. This will be fixed in the next SDK release. Could this explain the missing triangles?  
  
  
  
  
  
We need more detailed information to help with the text and icons.

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<div class="post-metadata">

### Author: ![zoxc](https://avatars.discourse-cdn.com/v4/letter/z/258eb7/32.png) [@zoxc](https://forums.imgtec.com/u/zoxc)
#### Post date: [December 9, 2008, 7:21am UTC](https://forums.imgtec.com/t/radeon-x1300-issues/201/3 "2008-12-09T07:21:52Z")

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I found something more annoying...Â [http://img135.imageshack.us/img135/5909/scales2py1.png](http://img135.imageshack.us/img135/5909/scales2py1.png)

This is the code that triggers this neat effect.

Code:

uniform int Effect;  
uniform vec2 EffectOptions;  
float Temp;  
  
if(Effect == 1)  
{  
Â Â Temp = (gl\_FragCoord.y - EffectOptions.x) / EffectOptions.y;  
  
Â Â if(Temp \< 1.0)  
Â Â Â Â gl\_FragColor.a \*= Temp;  
}

  

You'll find the source of the application here: [http://github.com/Zoxc/scale/tree/master](http://github.com/Zoxc/scale/tree/master)

The particularly interesting files are Font.cpp, Graphics.cpp and Framework/Application.cpp starting at line 180.

The effect that pixel shader should make is more like this: [http://rapidshare.com/files/171457018/pixelshader.mp4Â](http://rapidshare.com/files/171457018/pixelshader.mp4)(with the code in Solid.cpp/hpp enabled)

  
  
Zoxc2008-12-09 08:22:45
