On Tue, 23 Oct 2001, Malte Cornils wrote: [snip] > gltron does 5-15 on mach64, 5-15 on plain mesa, too; although it > subjectively seems to be a bit jerkier. Anyway, with the old Utah code > I got more (at least 20fps, but on a K6-2 333) but that has time. I'm > more concerned about glxgears: in software mode, it shows the three > gears moving; in hardware mode, it just shows a huge close-up of the > red one moving. Strange, since gltron looks almost equivalent under > both modes, with hardware having a bit better texture filtering IMHO. > BTW, why does mach64 module insertion fail when agpgart isn't > installed if it doesn't use any features from AGP?
Are you sure gltron is using the right libGL? You should see something like this on the console when you run gltron: OpenGL Info: 'Gareth Hughes' Mesa DRI Mach64 20001218 [Rage Pro] x86 - 1.2 Mesa 3.4.2 I tried gltron 0.59, and with alpha blending off (there seems to be a problem here -- with it on you can't see most of the cycles/trails), I'm getting ~25-30 fps average on my 400MHz PII laptop at 640x480 windowed, 16bpp, whereas with software I get about 2 fps (even the menus are horribly slow). Also, what bit depth are you using? 16 works for me much better than 24 (which can only do 800x600 with DRI for me). At 24bpp I get overlapping screens (buffer clear problem?) and a strange 'silkscreen' kind of effect on some textures. At 16bpp I also have texture problems in q3demo (I see white walls/floors, no textures but damage textures from weapons show up over the white) and the above mentioned problem with alpha blending. I did a little research and here's some more info on the state of the driver... Heres one of Gareth's last log entries (2000/12/17) from the original mach64 branch: <quote> Hardware accelerated rendering for the Rage Pro. Client-side PIO with texturing, enough to play Q3A 'Fastest'. Multitexture not working correctly at this stage, no lines or points, bits of state missing etc. Should run most of the Mesa demos. I will make a full post to dri-devel regarding the current state of the driver, so please see that for more information. </quote> I tracked down the post (Geocrawler, yech!): <quote> To prevent a whole bunch of people emailing me and asking me about this (ie. please don't email me and ask me about this!), here's some info on the Rage Pro driver I just committed. The mach64-0-0-1 branch code now does full hardware-accelerated rendering of tris and quads (no lines or points yet). Texturing is supported, but multitexture is slightly broken. There are undoubtedly bits of state that aren't being set up correctly, which will result in incorrect rendering of primitives, but on the whole it should cope with most of the Mesa demos. I have been able to play Quake3 on 'Fastest' settings, and get a timedemo of around 30fps with my 600MHz Duron system (pure brute force here, the driver is slow due to lack of DMA). There are some minor glitches, but it works fairly well. Now for the instructions: This is EARLY DEVELOPMENT WORK. It is buggy and incomplete. Therefore, DO NOT email me if you have problems, if it crashes your machine, whatever. I will at best ignore all such emails. I'd rather spend time working on the driver than answering support emails at this time. This driver is COMPLETELY INSECURE. The client-side driver is doing register programming, which is pure evil. I take no responsibility for any damage that may be done to your system by running the driver at this early stage of development. Having said that, feel free to check the driver out. This work is being done on my spare time, and thus there will never be any timeline for release. I will continue working on it if/when I have the time. </quote> -- Leif Delgass _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel