[Bug 63532] Heroes of Newerth Water renders Black instead of transparent with reflections on Ultra [r600g]

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Comment # 9 on bug 63532 from
I suspect it's not a driver's bug, there is a bug in the game itself. I can't
login and start a game right now (looks like I need to download a special
version of game client for my country), but there is an example of water
rendering in the video settings screen that is accessible without login, and it
becomes broken for me with evergreen card after changing and applying some
options, e.g. resolution in non-fullscreen mode, that is, after engine
reinitialization. 

I've looked into it and it seems the game tries to use a texture for the
framebuffer attachment right after deleting it. Looks like it generates new
texture object, but continues to use old name. Possibly with other drivers
(non-mesa) the name returned by glGenTextures is usually the same as was
deleted by glDeleteTextures right before that, and this might explain why the
bug wasn't noticed.

If your issue is the same, then you should see the following error in the
console when you run the game with MESA_DEBUG=1:

Mesa: User error: GL_INVALID_OPERATION in glFramebufferTexture2DEXT(non
existant texture)

Also you might want to use apitrace to create the trace that reproduces this
issue, and you should also see the errors like this when replaying it:

1239444: glDebugOutputCallback: High severity API error 1, GL_INVALID_OPERATION
in glFramebufferTexture2DEXT(non existant texture)
0 1239444 glFramebufferTexture2DEXT(target = GL_FRAMEBUFFER, attachment =
GL_COLOR_ATTACHMENT0, textarget = GL_TEXTURE_2D, texture = 67, level = 0)
1239444: warning: glGetError(glFramebufferTexture2DEXT) = GL_INVALID_OPERATION

If you believe your issue is different, please upload the trace file somewhere
so that it will be easier to reproduce the bug.


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