Lawrence Gold wrote: > > Hi, > > Back in June 2001, Karl Lessard posted the following patch to the mailing > list: > > http://www.geocrawler.com/lists/3/SourceForge/680/0/5955984/ > > Are there any plans to incorporate this? I perused the latest CVS sources > and wasn't able to find this in there.
I'd prefer the patch if it didn't: - make whitespace changes - make changes to the names of constants and then - split into two patches, one for each of the problems he's addressing - didn't use magic numbers in mmesa->multitex but also, people have put some work into looking at GL_DECAL on mga - and concluded that it isn't possible to do correctly. Maybe a 2-stage process can simulate single-texture blend, but in general it doesn't look possible. Looking at the part of the patch that does address GL_DECAL, it seems bogus on a number of levels: - author goes to some effort to set multitex to magic number '2', indicating perhaps he intends to do use 2 texunits to get singletex GL_DECAL - but then when this value is tested later on, he just disables the second unit? - the patch seems to just enable some code that is commented out as not working, makes a few changes to that which themselves look bogus (mixing TD0 and TD1 flags in TEXDUALSTAGE0 - this may just be syntactic but it's sloppy) The code is disabled because it doesn't work. If you think it is correct, test against glean and the texenv demo at least, and report a positive result and a minimal, readable patch, please. If you just want a hack to allow fast, incorrect rendering for a particular game, maybe controlled by an env var, post that - I'm ok with that sort of thing, too. Keith _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel