I found this cool program ltrace that I have tested on glxgears... gettimeofday(0xbffff7e8, 0xbffff7f0) = 0 XPending(0x804c008, 0x3200002, 0, 0x40140000, 0xcccccccd) = 0 glClear(16640, 0xbffff850, 0xbffff7f8, 0x4018ed28, 0) = 0x80000004 glPushMatrix(16640, 0xbffff850, 0xbffff7f8, 0x4018ed28, 0) = 0x806a0b0 glRotatef(0x41a00000, 0x3f800000, 0, 0, 0) = 0x3f800000 glRotatef(0x41f00000, 0, 0x3f800000, 0, 0) = 0x3f800000 glRotatef(0, 0, 0, 0x3f800000, 0) = 0x8054020 glPushMatrix(0, 0, 0, 0x3f800000, 0) = 0x806a160 glTranslatef(0xc0400000, 0xc0000000, 0, 0x3f800000, 0) = 0x8069fb0 glRotatef(0x4500e000, 0, 0, 0x3f800000, 0) = 0x3f800000 glCallList(1, 0, 0, 0x3f800000, 0) = 0 glPopMatrix(1, 0, 0, 0x3f800000, 0) = 0x806a000 glPushMatrix(1, 0, 0, 0x3f800000, 0) = 0x806a160 glTranslatef(0x40466666, 0xc0000000, 0, 0x3f800000, 0) = 0x8069fb0 glRotatef(0xc5812800, 0, 0, 0x3f800000, 0) = 0x3f800000 glCallList(2, 0, 0, 0x3f800000, 0) = 0 glPopMatrix(2, 0, 0, 0x3f800000, 0) = 0x806a000 glPushMatrix(2, 0, 0, 0x3f800000, 0) = 0x806a160 glTranslatef(0xc0466666, 0x40866666, 0, 0x3f800000, 0) = 0x8069fb0 glRotatef(0xc581a800, 0, 0, 0x3f800000, 0) = 0x3f800000 glCallList(3, 0, 0, 0x3f800000, 0) = 0 glPopMatrix(3, 0, 0, 0x3f800000, 0) = 0x806a000 glPopMatrix(3, 0, 0, 0x3f800000, 0) = 0x806a000 glXSwapBuffers(0x804c008, 0x3200002, 0, 0x40140000, 0xcccccccd) = 0x80000004 gettimeofday(0xbffff7e8, 0xbffff7f0) = 0 XPending(0x804c008, 0x3200002, 0, 0x40140000, 0xcccccccd) = 0
--- Daniel Vogel <[EMAIL PROTECTED]> wrote: > > could you please enlighten us which code path UT2003/2004 use > > on r200/rv250 when firing the 'Shock Rifle'? > > The engine doesn't have a special code path per weapon effect but rather > relies on a material system artists use to come up with materials used > for visual effects that then get translated to the fixed function > pipeline with varying amount of passes depending on HW capabilities. > > > One/two texture units? > > Sorry, I don't know. > > I suggest you create a small cube test level in UnrealEd, disable the > HUD ("killall HUD") and first person weapon (either "show gun" or "show > weapon" - forgot which one), give yourself all weapons ("loaded"), > switch to the shock rifle, log the number of primitives rendered for > each DrawArrays or whatnot call and then change the driver code to > create a snapshot of the current state on other calls (aka when you fire > the gun). > > Alternatively you could change the driver to force synchronization after > each rendering call and dump the current state if you detect the card > doesn't respond. Dunno how feasible this is with R200 but it should > definitely work with R300. > > -- Daniel, Epic Games Inc > > > ------------------------------------------------------- > This SF.Net email sponsored by Black Hat Briefings & Training. > Attend Black Hat Briefings & Training, Las Vegas July 24-29 - > digital self defense, top technical experts, no vendor pitches, > unmatched networking opportunities. Visit www.blackhat.com > -- > _______________________________________________ > Dri-devel mailing list > [EMAIL PROTECTED] > https://lists.sourceforge.net/lists/listinfo/dri-devel > __________________________________ Do you Yahoo!? New and Improved Yahoo! Mail - 100MB free storage! http://promotions.yahoo.com/new_mail ------------------------------------------------------- This SF.Net email sponsored by Black Hat Briefings & Training. Attend Black Hat Briefings & Training, Las Vegas July 24-29 - digital self defense, top technical experts, no vendor pitches, unmatched networking opportunities. Visit www.blackhat.com -- _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel