On Mon, 3 Dec 2001, Otto E Solares wrote: > On Mon, Dec 03, 2001 at 03:09:13PM -0500, Leif Delgass wrote: > > I get the garbled pointer in UT too. Also, the only way I can get > > wall/ceiling/floor textures to show up is by disabling lighting altogether > > (with "NoLighting=True" under [SDLDrv.SDLClient]). Otherwise I just get > > white instead of textures. I had the same thing with q3demo until I set > > lighting to "vertex" instead of "lightmap." I get a garbled pointer in > > q3demo with lightmap, but I haven't seen it in vertex lighting yet. Does > > anyone know what might be the problem with textures and lighting, (maybe a > > problem with multitexturing)? > > i had exactly the same problem in quake3 and rtcw with the white walls > until i disable gl extensions on options and problem gone, but the > problem with a rectangle on center on the screen is boring me, will try > disabling hw cursor.
Well, I tried lightmap with gl extensions disabled and the lighting definitely looks better, but it runs slower (compiled vertex arrays are also disabled). I noticed that with extensions/multitexturing on, I see "GL_MAX_ACTIVE_TEXTURES_ARB: 2" on the console. Maybe quake needs 3 textures: wall + lightmap + damage? -- Leif Delgass http://www.retinalburn.net _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel