On Tue, 21 Jan 2003, Ian Romanick wrote:

> Brian Paul wrote:
> > Leif Delgass wrote:
> > 
> >> On Thu, 2 Jan 2003, Daniel Vogel wrote:
>  >>
> >>> glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR );
> >>
> >>
> >>
> >> This is indeed one of the sources of the GL_INVALID_ENUMs; however, it
> >> appears to be a bug in Mesa.  There seems to be a missing break after
> >> texstate.c:423 :
> >>
> >> --- texstate.c  Tue Jan 21 17:10:15 2003
> >> +++ texstate.fixed.c    Tue Jan 21 17:11:19 2003
> >> @@ -421,6 +421,7 @@
> >>                   return;
> >>                FLUSH_VERTICES(ctx, _NEW_TEXTURE);
> >>                texUnit->CombineOperandRGB[2] = operand;
> >> +              break;
> >>             default:
> >>                 TE_ERROR(GL_INVALID_ENUM, "glTexEnv(param=%s)", operand);
> >>                return;
> >>
> >> Brian, does that look right to you?
> > 
> > 
> > Yes.  There should be a break there.  I'm surprised this wasn't found 
> > when running the texcombine conformance test or Glean test.  Hmmm.
> 
> Glean didn't catch it because it only ever sets GL_OPERAND2_{RGB,ALPHA} 
> to the default state.  This ends up taking the early-out path in 
> texstate.c.  Just dumb luck.
> 
> [snip]
> 
> >> However, I still see the same corruption reported before.  This could 
> >> be in part because of the missing cube map support, but it looks to me 
> >> like something is causing vertex data corruption.  Just a guess.
> > 
> > Cube mapping works in the R200 driver with one caveat: glTexCoord3*() 
> > commands don't work.  Normally, a texgen mode like GL_REFLECT is used 
> > with cube maps so the texcoords are generated in hardware.  The h/w 
> > vertex setup code needs to be updated to handle 3-component texture coords.
> > 
> > Not sure if this is the problem you're seeing though.  The 
> > Mesa/demos/cubemap program shows the problem.
> 
> How exactly does this problem look?  This might be exactly the problem 
> that I'm geting on r100.  Could you put a screenshot up somewhere?  If 
> it is the same thing on r100, I'll go ahead and commit my cube map 
> changes, and we'll have to hope someone figures out how to setup the 
> hardware for the R coord. :/

I put up examples from UT2003.  This is with the texmem branch on R100
with the texture combine one-liner, but without cube map exported
(althought the texmem branch seems to have at least the beginning of cube
map support, right?):

ftp://ftp.retinalburn.net/pub/ut2k3/Shot00000.bmp
ftp://ftp.retinalburn.net/pub/ut2k3/Shot00001.bmp

I don't think this is "The way it's meant to be played(TM)" :)  At any
rate, I think you can see from the second shot what I mean about the
vertices looking wrong.

-- 
Leif Delgass 
http://www.retinalburn.net



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