Re: [Dri-devel] Re: BillardGL problems

2004-03-07 Thread Sérgio Monteiro Basto
On Sun, 2004-03-07 at 01:37, Felix Kühling wrote:

Program received signal SIGSEGV, Segmentation fault.
0x40757507 in generic_interp (ctx=0x0, t=0.918080449, edst=96,
eout=21, ein=22, force_boundary=0 '\0')
at t_vertex.c:736
736  a[0].insert[4-1]( a[0], vdst, pos );
   
   This may be enough for the savage developers, but a backtrace might
   still be good.
  
  This is in Keith's new vertex code. I'm not too familiar with the
  internals. I'd really need more info in order to find the cause of
  trouble. Maybe Keith would be the better person to fix this.
  
  First thing I noticed is that ctx is 0x0, which is probably a debugger
  problem because it would have crashed earlier if ctx was really 0. It
  would be helpful to see the values of all the symbols in the offending
  line.
  
  I'm downloading foobillard 2.9 now. Maybe I can reproduce the problem
  here and get all the info needed.
 
 Found it. I had already fixed this problem yesterday, but not committed
 it yet, because it didn't fix the problem I was actually hunting. ;-)
 I've committed it now. A patch is attached for your convenience. Apply
 it in mesa/src/mesa/drivers/dri/savage.

Hi
Finally, after update mesa cvs, I can play foobillard-2.9.
But I have a big regression in fonts (becomes totally unreadable), some
textures and or lighting and I think also affect the sound.
If I can help in any test, I am here :)
Thanks 
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Sérgio M. B.



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Re: [Dri-devel] Re: BillardGL problems

2004-03-07 Thread Felix Kühling
On Sun, 07 Mar 2004 22:44:45 +
Sérgio Monteiro Basto [EMAIL PROTECTED] wrote:

 On Sun, 2004-03-07 at 01:37, Felix Kühling wrote:
 
[snip]
  
  Found it. I had already fixed this problem yesterday, but not committed
  it yet, because it didn't fix the problem I was actually hunting. ;-)
  I've committed it now. A patch is attached for your convenience. Apply
  it in mesa/src/mesa/drivers/dri/savage.
 
 Hi
 Finally, after update mesa cvs, I can play foobillard-2.9.
 But I have a big regression in fonts (becomes totally unreadable), some
 textures and or lighting and I think also affect the sound.
 If I can help in any test, I am here :)

Aha, Foobillard is the first programme I tested that actually uses a
one-byte texel format. Now my rewritten texture upload code comes in
really handy. It just takes tweaking a few numbers to make it work
correctly. :) Check it out from the latest Mesa CVS.

 Thanks 
 -- 
 Sérgio M. B.
 

Felix


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Re: [Dri-devel] Re: BillardGL problems

2004-03-07 Thread Sérgio Monteiro Basto
On Sun, 2004-03-07 at 23:34, Felix Kühling wrote:
   Found it. I had already fixed this problem yesterday, but not committed
   it yet, because it didn't fix the problem I was actually hunting. ;-)
   I've committed it now. A patch is attached for your convenience. Apply
   it in mesa/src/mesa/drivers/dri/savage.
  
  Hi
  Finally, after update mesa cvs, I can play foobillard-2.9.
  But I have a big regression in fonts (becomes totally unreadable), some
  textures and or lighting and I think also affect the sound.
  If I can help in any test, I am here :)
 
 Aha, Foobillard is the first programme I tested that actually uses a
 one-byte texel format. Now my rewritten texture upload code comes in
 really handy. It just takes tweaking a few numbers to make it work
 correctly. :) Check it out from the latest Mesa CVS.

much better :)

thanks
-- 
Sérgio M. B.



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Re: [Dri-devel] Re: BillardGL problems

2004-03-06 Thread Michel Dänzer
On Sat, 2004-03-06 at 04:31, Srgio Monteiro Basto wrote:
 
 On FooBillard-2.9 gives me a segment fault but at least doesn't hang my
 laptop.

No problems with foobillard here.

 configure foobillard-2.9 with --enable-debug:
 
 here is the results: 

You need to get a stack trace with gdb or at least catchsegv.


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Re: [Dri-devel] Re: BillardGL problems

2004-03-06 Thread Sérgio Monteiro Basto
On Sat, 2004-03-06 at 11:46, Michel Dänzer wrote:
 You need to get a stack trace with gdb or at least catchsegv.
Is this a stack trace ?
if I can do anything more? it will be a honor

thanks   

-- 
Sérgio M. B.
#gdb foobillard
GNU gdb Red Hat Linux (5.3.90-0.20030710.41rh)
Copyright 2003 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain conditions.
Type show copying to see the conditions.
There is absolutely no warranty for GDB.  Type show warranty for details.
This GDB was configured as i386-redhat-linux-gnu...Using host libthread_db library
/lib/libthread_db.so.1.

(gdb) run
Starting program: /usr/local/bin/foobillard
[Thread debugging using libthread_db enabled]
[New Thread 16384 (LWP 28125)]
usage: foobillard [--option [arg]]
  options:
--player1 arg
 arg=ai|human set player1 ai/human
--player2 arg
 arg=ai|human set player2 ai/human
--p1 arg
 arg=ai|human set player1 ai/human
--p2 arg
 arg=ai|human set player2 ai/human
--name1 arg
 set name of player1
--name2 arg
 set name of player2
--8ball
 8ball pool game
--9ball
 9ball pool game
--carambol
 carambol billard game
--snooker
 snooker billard game
--tablecolor arg
 table color in C-style hex notation 0xrrggbb
--edgecolor arg
 edge color in C-style hex notation 0xrrggbb
--framecolor arg
 frame color in C-style hex notation 0xrrggbb
--chromeblue
 blue table with chrome edges
--goldgreen
 green table with gold edges
--goldred
 red table with gold edges
--blackwhite
 balck table with white frame
--blackbeige
 beige table with balck metal
--tablesize arg
 table size (length) in foot (default=7.0)
--lensflare
 turn on lensfare
--nolensflare
 turn off lensfare
--poslight
 use positional light
--dirlight
 use directional light
--ai1err arg
 to err is artificial (player1 error 0..1)
--ai2err arg
 to err is artificial (player2 error 0..1)
--balldetail arg
 set ball detail l[ow] m[edium] h[igh] or v[eryhigh]
--rgstereo
 start in stereo mode (red-green(cyan))
--rgaim arg
 arg=left|right|middle for aiming eye position
--hostaddr arg
 arg=IP-address for TCP/IP connection
--portnum arg
 arg=port# for TCP/IP connection
--geometry arg
 widthxheight window geometry
--fullscreen
 play in fullscreen mode
--freemove arg
 arg=on|off free move in external view mode
--cuberef arg
 arg=on|off rendered cubemep reflections
--cuberes arg
 arg=texture size for cuberef (must be power of 2)
--bumpref arg
 arg=on|off bumpmap reflections of edges
--bumpwood arg
 arg=on|off bumpmap of wood covers
--balltraces arg
 arg=on|off trace lines of balls
--gamemode arg
 arg=match|training|tournament
--fresnel arg
 arg=on|off fresnel ball reflections
--avatar arg
 arg=on|off enable/disable abatar
--tourfast arg
 arg=1.0..10.0 AI fast motion ratio for tournament
--help
 this help
the color 0xrrggbb means one byte for each red, green, blue

processing option 0=human
processing option 1=ai
processing option 2=Sergio
processing option 3=Bot
processing option 8=(null)
processing option 13=(null)
processing option 17=9.00
processing option 22=0.00
processing option 23=0.10
processing option 24=h
processing option 26=m
processing option 27=192.168.1.1
processing option 28=56341
processing option 29=1024x768
processing option 30=(null)
processing option 31=on
processing option 32=off
processing option 33=128
processing option 34=on
processing option 35=on
processing option 36=off
processing option 37=match
processing option 38=off
processing option 39=off
processing option 40=500.00
main:rgstereo=0
Program received signal SIGFPE, Arithmetic exception.
[Switching to Thread 16384 (LWP 28125)]
0x4075d064 in _mesa_test_os_sse_exception_support () from 
/usr/X11R6/lib/modules/dri/savage_dri.so



Re: [Dri-devel] Re: BillardGL problems

2004-03-06 Thread Michel Dänzer
On Sat, 2004-03-06 at 15:21, Srgio Monteiro Basto wrote:
 On Sat, 2004-03-06 at 11:46, Michel Dnzer wrote:
  You need to get a stack trace with gdb or at least catchsegv.
 Is this a stack trace ?

[...]

 Program received signal SIGFPE, Arithmetic exception.
 [Switching to Thread 16384 (LWP 28125)]
 0x4075d064 in _mesa_test_os_sse_exception_support () from
 /usr/X11R6/lib/modules/dri/savage_dri.so

Look at the function name: that exception is expected in the course of
SSE support detection. Do

continue

and when you get to the actual crash do

bt


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Re: [Dri-devel] Re: BillardGL problems

2004-03-06 Thread Sérgio Monteiro Basto
On Sat, 2004-03-06 at 15:21, Michel Dänzer wrote:
 On Sat, 2004-03-06 at 15:21, Sérgio Monteiro Basto wrote:
  On Sat, 2004-03-06 at 11:46, Michel Dänzer wrote:
   You need to get a stack trace with gdb or at least catchsegv.
  Is this a stack trace ?
 
 [...]
 
  Program received signal SIGFPE, Arithmetic exception.
  [Switching to Thread 16384 (LWP 28125)]
  0x4075d064 in _mesa_test_os_sse_exception_support () from
  /usr/X11R6/lib/modules/dri/savage_dri.so
 
 Look at the function name: that exception is expected in the course of
 SSE support detection. Do
 
 continue
 
 and when you get to the actual crash do

Well, gdb continue hangs my laptop, but I try dgb foobillar  log.txt
and I got this results.

thanks 
-- 
Sérgio M. B.
GNU gdb Red Hat Linux (5.3.90-0.20030710.41rh)
Copyright 2003 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain conditions.
Type show copying to see the conditions.
There is absolutely no warranty for GDB.  Type show warranty for details.
This GDB was configured as i386-redhat-linux-gnu...Using host libthread_db library 
/lib/libthread_db.so.1.

(gdb) run
Starting program: /usr/local/bin/foobillard 
[Thread debugging using libthread_db enabled]
[New Thread 16384 (LWP 3404)]
usage: foobillard [--option [arg]]
  options:
--player1 arg
 arg=ai|human set player1 ai/human
--player2 arg
 arg=ai|human set player2 ai/human
--p1 arg
 arg=ai|human set player1 ai/human
--p2 arg
 arg=ai|human set player2 ai/human
--name1 arg
 set name of player1
--name2 arg
 set name of player2
--8ball 
 8ball pool game
--9ball 
 9ball pool game
--carambol 
 carambol billard game
--snooker 
 snooker billard game
--tablecolor arg
 table color in C-style hex notation 0xrrggbb
--edgecolor arg
 edge color in C-style hex notation 0xrrggbb
--framecolor arg
 frame color in C-style hex notation 0xrrggbb
--chromeblue 
 blue table with chrome edges
--goldgreen 
 green table with gold edges
--goldred 
 red table with gold edges
--blackwhite 
 balck table with white frame
--blackbeige 
 beige table with balck metal
--tablesize arg
 table size (length) in foot (default=7.0)
--lensflare 
 turn on lensfare
--nolensflare 
 turn off lensfare
--poslight 
 use positional light
--dirlight 
 use directional light
--ai1err arg
 to err is artificial (player1 error 0..1)
--ai2err arg
 to err is artificial (player2 error 0..1)
--balldetail arg
 set ball detail l[ow] m[edium] h[igh] or v[eryhigh]
--rgstereo 
 start in stereo mode (red-green(cyan))
--rgaim arg
 arg=left|right|middle for aiming eye position
--hostaddr arg
 arg=IP-address for TCP/IP connection
--portnum arg
 arg=port# for TCP/IP connection
--geometry arg
 widthxheight window geometry
--fullscreen 
 play in fullscreen mode
--freemove arg
 arg=on|off free move in external view mode
--cuberef arg
 arg=on|off rendered cubemep reflections
--cuberes arg
 arg=texture size for cuberef (must be power of 2)
--bumpref arg
 arg=on|off bumpmap reflections of edges
--bumpwood arg
 arg=on|off bumpmap of wood covers
--balltraces arg
 arg=on|off trace lines of balls
--gamemode arg
 arg=match|training|tournament
--fresnel arg
 arg=on|off fresnel ball reflections
--avatar arg
 arg=on|off enable/disable abatar
--tourfast arg
 arg=1.0..10.0 AI fast motion ratio for tournament
--help 
 this help

processing option 0=human
processing option 1=ai
processing option 2=Sergio
processing option 3=Bot
processing option 8=(null)
processing option 13=(null)
processing option 17=9.00
processing option 22=0.00
processing option 23=0.10
processing option 24=h
processing option 26=m
processing option 27=192.168.1.1
processing option 28=56341
processing option 29=1024x768
processing option 30=(null)
processing option 31=on
processing option 32=off
processing option 33=128
processing option 34=on
processing option 35=on
processing option 36=off
processing option 37=match
processing option 38=off
processing option 39=off
processing option 40=500.00
main:rgstereo=0
Program received signal SIGFPE, Arithmetic exception.
[Switching to Thread 16384 (LWP 3404)]
0x4075d064 in _mesa_test_os_sse_exception_support () from 
/usr/X11R6/lib/modules/dri/savage_dri.so
(gdb) continue
Continuing.
extension_cubemap=0
extension_multitexture=1
extension_ts_NV=0
extension_rc_NV=0
extension_vp_NV=0
width=128
height=128
bit_depth=8
color_type=2
interlace_type=0
compression_type=0
filter_type=0
channels=3
rowbytes=384
load_png: rgstereo=0
spheretexbind=1
width=128
height=128
bit_depth=8
color_type=0
interlace_type=0
compression_type=0
filter_type=0
channels=1
rowbytes=128
load_png: rgstereo=0
fblogotexbind=2
width=128
height=128
bit_depth=8
color_type=0
interlace_type=0
compression_type=0
filter_type=0
channels=1

Re: [Dri-devel] Re: BillardGL problems

2004-03-06 Thread Michel Dänzer
On Sat, 2004-03-06 at 17:08, Srgio Monteiro Basto wrote:
 On Sat, 2004-03-06 at 15:21, Michel Dnzer wrote:
  On Sat, 2004-03-06 at 15:21, Srgio Monteiro Basto wrote:
  
   Program received signal SIGFPE, Arithmetic exception.
   [Switching to Thread 16384 (LWP 28125)]
   0x4075d064 in _mesa_test_os_sse_exception_support () from
   /usr/X11R6/lib/modules/dri/savage_dri.so
  
  Look at the function name: that exception is expected in the course of
  SSE support detection. Do
  
  continue
  
  and when you get to the actual crash do
 
 Well, gdb continue hangs my laptop, 

If you're doing this locally, you need to do it remotely, otherwise
there's a deadlock if gdb stops execution while the DRI driver holds the
hardware lock.

 but I try dgb foobillar  log.txt and I got this results.

[...]

 Program received signal SIGSEGV, Segmentation fault.
 0x40757507 in generic_interp (ctx=0x0, t=0.918080449, edst=96,
 eout=21, ein=22, force_boundary=0 '\0')
 at t_vertex.c:736
 736  a[0].insert[4-1]( a[0], vdst, pos );

This may be enough for the savage developers, but a backtrace might
still be good.


-- 
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Libre software enthusiast|   http://svcs.affero.net/rm.php?r=daenzer



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Re: [Dri-devel] Re: BillardGL problems

2004-03-06 Thread Felix Kühling
On Sat, 06 Mar 2004 20:16:38 +0100
Michel Dänzer [EMAIL PROTECTED] wrote:

 On Sat, 2004-03-06 at 17:08, Sérgio Monteiro Basto wrote:
[snip]
 
 [...]
 
  Program received signal SIGSEGV, Segmentation fault.
  0x40757507 in generic_interp (ctx=0x0, t=0.918080449, edst=96,
  eout=21, ein=22, force_boundary=0 '\0')
  at t_vertex.c:736
  736  a[0].insert[4-1]( a[0], vdst, pos );
 
 This may be enough for the savage developers, but a backtrace might
 still be good.

This is in Keith's new vertex code. I'm not too familiar with the
internals. I'd really need more info in order to find the cause of
trouble. Maybe Keith would be the better person to fix this.

First thing I noticed is that ctx is 0x0, which is probably a debugger
problem because it would have crashed earlier if ctx was really 0. It
would be helpful to see the values of all the symbols in the offending
line.

I'm downloading foobillard 2.9 now. Maybe I can reproduce the problem
here and get all the info needed.

Felix


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Re: [Dri-devel] Re: BillardGL problems

2004-03-06 Thread Felix Kühling
On Sun, 7 Mar 2004 02:12:54 +0100
Felix Kühling [EMAIL PROTECTED] wrote:

 On Sat, 06 Mar 2004 20:16:38 +0100
 Michel Dänzer [EMAIL PROTECTED] wrote:
 
  On Sat, 2004-03-06 at 17:08, Sérgio Monteiro Basto wrote:
 [snip]
  
  [...]
  
   Program received signal SIGSEGV, Segmentation fault.
   0x40757507 in generic_interp (ctx=0x0, t=0.918080449, edst=96,
   eout=21, ein=22, force_boundary=0 '\0')
   at t_vertex.c:736
   736  a[0].insert[4-1]( a[0], vdst, pos );
  
  This may be enough for the savage developers, but a backtrace might
  still be good.
 
 This is in Keith's new vertex code. I'm not too familiar with the
 internals. I'd really need more info in order to find the cause of
 trouble. Maybe Keith would be the better person to fix this.
 
 First thing I noticed is that ctx is 0x0, which is probably a debugger
 problem because it would have crashed earlier if ctx was really 0. It
 would be helpful to see the values of all the symbols in the offending
 line.
 
 I'm downloading foobillard 2.9 now. Maybe I can reproduce the problem
 here and get all the info needed.

Found it. I had already fixed this problem yesterday, but not committed
it yet, because it didn't fix the problem I was actually hunting. ;-)
I've committed it now. A patch is attached for your convenience. Apply
it in mesa/src/mesa/drivers/dri/savage.

Regards,
  Felix
--- ./savagetris.c.~1.5.~   2004-03-03 00:46:07.0 +0100
+++ ./savagetris.c  2004-03-07 02:27:46.0 +0100
@@ -760,7 +760,7 @@
/* EMIT_ATTR's must be in order as they tell t_vertex.c how to
 * build up a hardware vertex.
 */
-   if (index  _TNL_BITS_TEX_ANY) {
+   if ((index  _TNL_BITS_TEX_ANY) || !(ctx-_TriangleCaps  DD_FLATSHADE)) {
   EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, SAVAGE_HW_NO_W );
}
else {
@@ -797,9 +797,12 @@
}
 
/* Only need to change the vertex emit code if there has been a
-* statechange to a new hardware vertex format:
+* statechange to a new hardware vertex format and also when the
+* vertex format is set for the first time. This is indicated by
+* imesa-vertex_size == 0.
 */
-   if (drawCmd != (imesa-DrawPrimitiveCmd  SAVAGE_HW_SKIPFLAGS)) {
+   if (drawCmd != (imesa-DrawPrimitiveCmd  SAVAGE_HW_SKIPFLAGS) ||
+   imesa-vertex_size == 0) {
   imesa-vertex_size = 
 _tnl_install_attrs( ctx, 
 imesa-vertex_attrs, 
--- ./savage_xmesa.c.~1.5.~ 2004-03-03 02:02:56.0 +0100
+++ ./savage_xmesa.c2004-03-05 21:31:12.0 +0100
@@ -408,6 +408,11 @@
imesa-depth_scale = (imesa-savageScreen-zpp == 2) ?
(1.0F/0x1):(1.0F/0x100);
 
+   /* Uninitialized vertex format. Force setting the vertex state in
+* savageRenderStart.
+*/
+   imesa-vertex_size = 0;
+
/* Utah stuff
 */
imesa-new_state = ~0;


Re: [Dri-devel] Re: BillardGL problems

2004-03-05 Thread Sérgio Monteiro Basto
On Thu, 2004-03-04 at 18:07, Michel Dänzer wrote:

 
 So does BillardGL here now, thanks!

yes, FooBillard-2.8 works without warnings and now I have correct fonts
in menus (when we press Esc)
On FooBillard-2.9 gives me a segment fault but at least doesn't hang my
laptop.
configure foobillard-2.9 with --enable-debug:

here is the results: 

loading ball-ball sound
creating winner text obj's
FT_Done_FreeType ready
FT_Done_FreeType ready
created winner text obj's
mode_num=0
menu_num=1
menu_new:
menu_add_entry:
(...)
menu_new:
menu_add_exit:
menu_add_submenu:
menu_add_submenu:
menu_add_entry:
menu_add_submenu:
Segmentation fault

thanks
-- 
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[Dri-devel] Re: BillardGL problems

2004-03-04 Thread Michel Dänzer
On Thu, 2004-03-04 at 18:18, Brian Paul wrote:
 
 I think I've found the problem.  I think the problem occurs when 
 BillardGL compiles a glBlendFunc() call into a display list.
 
 When Ian did the BlendFunc - BlendFuncSeparate changes he yanked the 
 code that setup a dispatch table entry for BlendFunc for display list 
 compilation.  I've plugged in _mesa_BlendFunc which will loop back to 
 save_BlendFuncSeparate().
 
 Do a CVS update and see what happens.  My own test program works now.

So does BillardGL here now, thanks!


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