On the i965 driver, I tracked it down to the commit where I started advertising vertex shader texture units. I also noticed that the rendering is broken using classic swrast (LIBGL_ALWAYS_SOFTWARE=1), but if I hacked swrast to advertise 0 VS texture image units, then it worked.
Obviously MapsGL is changing its rendering technique when VS texturing is present (or not), but I suspect that there's something broken in core Mesa related to VS texturing.
On the i965 driver, I tracked it down to the commit where I started advertising vertex shader texture units. I also noticed that the rendering is broken using classic swrast (LIBGL_ ALWAYS_ SOFTWARE= 1), but if I hacked swrast to advertise 0 VS texture image units, then it worked.
Obviously MapsGL is changing its rendering technique when VS texturing is present (or not), but I suspect that there's something broken in core Mesa related to VS texturing.