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
> 
> 
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