Re: [Dri-devel] mach64-0-0-3-branch multitexture fix
I just downloaded it and was getting good fps. Check ~/.ArmageTronrc and make sure the GL_RENDERER line says Mesa DRI Mach64 Maybe your SDL library isn't using the right libGL? Strange, I have different situation. Yes, armagatron does use the right opengl library. What is your card? What are your fps with/without DRI? Cheers, Sergey PING_CHARITY 0 MAX_IN_RATE 4 MAX_OUT_RATE 4 SERVER_NAME FINISH_TYPE 2 GAME_TYPE 1 AUTO_AIS 1 NUM_AIS 19 MOVIEPACK 1 ZTRICK 0 MOUSE_GRAB 0 WRAP_MENU 0 SPARKS 1 TEXTURES_HI 1 PREDICT_OBJECTS 1 LAG_O_METER 1 INFINITY_PLANE 0 SKY_WOBBLE 1 LOWER_SKY 1 UPPER_SKY 1 DITHER 1 HIGH_RIM 1 FLOOR_DETAIL 1 FLOOR_MIRROR 1 SHOW_FPS 1 TEXT_OUT 1 SMOOTH_SHADING 1 ALPHA_BLEND 0 PERSP_CORRECT 1 POLY_ANITALIAS -1 LINE_ANITALIAS 1 MESSAGE_OF_DAY_4 MESSAGE_OF_DAY_3 MESSAGE_OF_DAY_2 MESSAGE_OF_DAY_1 The server admin was too lazy to set a message of the day... ARMAGETRON_VERSION 0.1.4.9 GL_VENDOR Gareth Hughes GL_RENDERER Mesa DRI Mach64 20020227 [Rage Pro] x86/MMX/SSE GL_VERSION 1.2 Mesa 4.0.2 GL_EXTENSIONS GL_ARB_imaging GL_ARB_multitexture GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_convolution GL_EXT_compiled_vertex_array GL_EXT_histogram GL_EXT_packed_pixels GL_EXT_polygon_offset GL_EXT_rescale_normal GL_EXT_texture3D GL_EXT_texture_env_add GL_EXT_texture_object GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_MESA_window_pos GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGI_color_table GL_SGIS_pixel_texture GL_SGIS_texture_edge_clamp TEXTURE_MODE_3 9984 TEXTURE_MODE_2 9984 TEXTURE_MODE_1 9728 TEXTURE_MODE_0 9728 COLOR_R_4 15 COLOR_G_4 15 COLOR_B_4 3 CAMWOBBLE_4 0 AUTO_INCAM_4 0 SPECTATOR_MODE_4 0 INSTANT_CHAT_STRING_4_1 LOL! INSTANT_CHAT_STRING_4_2 :-) INSTANT_CHAT_STRING_4_3 :-( INSTANT_CHAT_STRING_4_4 Well done! INSTANT_CHAT_STRING_4_5 Almost got you... INSTANT_CHAT_STRING_4_6 Hehe! INSTANT_CHAT_STRING_4_7 Got one! INSTANT_CHAT_STRING_4_8 INSTANT_CHAT_STRING_4_9 INSTANT_CHAT_STRING_4_10 INSTANT_CHAT_STRING_4_11 INSTANT_CHAT_STRING_4_12 ALLOW_CAM_4_0 1 ALLOW_CAM_4_1 1 ALLOW_CAM_4_2 1 ALLOW_CAM_4_3 1 ALLOW_CAM_4_4 1 START_FOV_4 90 START_CAM_4 3 CAMCENTER_4 1 PLAYER_4 Player 4 COLOR_R_3 3 COLOR_G_3 3 COLOR_B_3 15 CAMWOBBLE_3 0 AUTO_INCAM_3 0 SPECTATOR_MODE_3 0 INSTANT_CHAT_STRING_3_1 LOL! INSTANT_CHAT_STRING_3_2 :-) INSTANT_CHAT_STRING_3_3 :-( INSTANT_CHAT_STRING_3_4 Well done! INSTANT_CHAT_STRING_3_5 Almost got you... INSTANT_CHAT_STRING_3_6 Hehe! INSTANT_CHAT_STRING_3_7 Got one! INSTANT_CHAT_STRING_3_8 INSTANT_CHAT_STRING_3_9 INSTANT_CHAT_STRING_3_10 INSTANT_CHAT_STRING_3_11 INSTANT_CHAT_STRING_3_12 ALLOW_CAM_3_0 1 ALLOW_CAM_3_1 1 ALLOW_CAM_3_2 1 ALLOW_CAM_3_3 1 ALLOW_CAM_3_4 1 START_FOV_3 90 START_CAM_3 3 CAMCENTER_3 1 PLAYER_3 Player 3 COLOR_R_2 3 COLOR_G_2 15 COLOR_B_2 3 CAMWOBBLE_2 0 AUTO_INCAM_2 0 SPECTATOR_MODE_2 0 INSTANT_CHAT_STRING_2_1 LOL! INSTANT_CHAT_STRING_2_2 :-) INSTANT_CHAT_STRING_2_3 :-( INSTANT_CHAT_STRING_2_4 Well done! INSTANT_CHAT_STRING_2_5 Almost got you... INSTANT_CHAT_STRING_2_6 Hehe! INSTANT_CHAT_STRING_2_7 Got one! INSTANT_CHAT_STRING_2_8 INSTANT_CHAT_STRING_2_9 INSTANT_CHAT_STRING_2_10 INSTANT_CHAT_STRING_2_11 INSTANT_CHAT_STRING_2_12 ALLOW_CAM_2_0 1 ALLOW_CAM_2_1 1 ALLOW_CAM_2_2 1 ALLOW_CAM_2_3 1 ALLOW_CAM_2_4 1 START_FOV_2 90
Re: [Dri-devel] mach64-0-0-3-branch multitexture fix
Little test report about the latest builds: In a word: cooler than ever. The snapshot runs and installs without any problems. I run it on 8M Rage Mobility in 800x600. About the apps: 1. glxinfo - OK. Standard report. 2. glxgears - 283fps. OK. No problems. 3. celestia - as usual, not enough texture memory, so most of the planets are just grey balls. Waiting for AGP mapping... 4. gltron - OK. No problems. Stable 21-22 fps - playable. 5. counter-strike - WOW!!! First time in my life it runs in wine in opengl mode, shows not only pistol - but the full environment. Still VERY (unacceptable) slow. Hopefully after DMA introduction it will get better... 6. Various GL screensavers - OK. No problems. Thanks for all those wonderful things... Sergey ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [Dri-devel] mach64-0-0-3-branch multitexture fix
One more app... 7. armagetron. Works OK but ... with the same or worse fps (comparing to GATOS 2D-accelerated driver)! How can this be? Cheers, Sergey ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [Dri-devel] mach64-0-0-3-branch multitexture fix
On 2002.03.19 23:42 Sergey V. Udaltsov wrote: some other test suites on the new branch as well. This would be a good time for testers to do a fresh checkout and look for bugs. When the trunk As a tester, I'd like to try. Now, when Jose is on holidays, where could I get those wonderful 1.5M builds? Jose's directory contains the files 3 days old:( I dont' know what happened for sure there. The tree wasn't being built. I ran my script in parts but everything worked well in the end, and I didn't come to the conclusion of what was the problem. There is a recent snapshot now. Now I'll just wait for the next cron job to see if everything is really working fine. Note: Please contact me whenever the snapshots aren't being built because I didn't setup any notification mechanism yet and I don't use those snapshots since I always have an updated CVS tree on my box. What's the end of the story with the sourceforge farm? After I requested an increase in my quota to the CF team they promptly agreed to double it. I'm working on adapting the scripts as I write this email. Initially the snapshots will be on http://dri.sourceforge.net/snapshots/cf/ . Once everything is running fine I'll discontinue the snapshots in my workstation and have the cf making them instead. So I think we can try to focus on the DMA work now. Frank, can you check Hurray! Faster and faster! And I almost see the AGP mapping working on the horizon!:) Keep up your great work, Sergey José Fonseca ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: [Dri-devel] mach64-0-0-3-branch multitexture fix
On 2002.03.20 16:19 Leif Delgass wrote: ... It looks like there is a new package in the bleeding-edge directory that was built today that you could try. I'm not sure if Jose was able to setup the build on sourceforge or if these are being uploaded from his site. It still from my site. I figured the problem that was preventing to accomplish the previous builds of the mach64 snapshots: the cron jobs PATH variable didn't found the lndir program since it's not in /bin:/usr/sbin but in /usr/X11R6/bin/lndir. The compiler farm is on hold because although there is no quota limit I ran into lack of free hd space... ... -- Leif Delgass http://www.retinalburn.net Regards, José Fonseca ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
[Dri-devel] mach64-0-0-3-branch multitexture fix
I finally tracked down the last remaining major bug in the mach64 Mesa 4.x branch. The secondary texture filter wasn't being set in the correct register (was being set in scale_3d_cntl not tex_cntl), so it ended up enabling fog instead, which disables alpha blending! This was actually in the last branch too, so I'm not sure why this hadn't cropped up before (maybe I changed my quake settings and didn't remeber?). At any rate, the branch should now be at about the same state the previous branch was in. There are still some bugs remaining, and I plan on running glean and maybe some other test suites on the new branch as well. This would be a good time for testers to do a fresh checkout and look for bugs. When the trunk has stabilized, we can merge in any Mesa bugfixes too. So I think we can try to focus on the DMA work now. Frank, can you check in whatever you've got into the -dma branch? It doesn't matter if it's not done, I think it would be helpful for us to see where we stand now. One thing I want to try is using NOTEX or TINY vertices as well as textured verticies. It seems that mach64 ought to be able to handle those since spec_argb, z, argb, and x_y are sequential registers, and it could pump up our gears numbers a bit. ;) I'll see if I can get it to work with MMIO and if so, we could try those vertex formats with DMA as well. -- Leif Delgass http://www.retinalburn.net ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel