On Tue, 26 Feb 2002, Jos� Fonseca wrote:

> Leif,
> 
> On 2002.02.26 19:35 Leif Delgass wrote:
> > So the mach64-0-0-3-branch is the DRI trunk with the new mahc64 dirs and
> > files added and changes from mach64-0-0-2-branch manually merged, right?
> > 
> 
> For now it's just equal to the trunk. But my local copy is as you 
> described.

OK, so you have to do 'cvs add' on all the new dirs/files before checking 
in, right?
 
> > Is the branch up to date with your working tree or do you still have
> > local
> > changes?  I'd like to hack on this too, but I don't want to get in your
> > way if you're still working on merging.  I can hold off on checking in
> > anything for a while.
> > 
> 
> I'm just making sure that everything compiles, except the mach64 Mesa 
> driver of course, so that there isn't any file/merge missing.
> 
> Then we can agree how to split the work to update the mesa dri driver.
> 
> > btw, the problem I had with merging my 4.2.0-based tree was that I tried
> > to merge from the trunk a second time using the same command.  That meant
> > it tried to merge changes that had already been merged.  I think that to
> > get just the changes on the trunk since the last merge I would have had
> > to
> > specify dates or tags from the trunk.  It's something to keep in mind for
> > future synching to the trunk.
> 
> I see... I think that the cvspolicy.txt gives the steps and rules to do 
> that.
> 
> I hope between the next 5 hrs, or the next morning in the worst case, to 
> commit. I'll get back to you then.

OK, there's no rush.  As you say, when you're done we can talk about how 
to divide up the work.  Happy hacking!

Oh, btw, I did a little profiling of the most used texture environment 
modes and formats in a few games, and guess what the most used mode is:

Unreal Tournament:
98.14%  Mode: GL_MODULATE, Format: GL_RGBA, IntFormat: GL_RGBA8
1.85%   Mode: GL_MODULATE, Format: GL_RGBA, IntFormat: GL_RGBA

Quake 3:
77.61%  Mode: GL_MODULATE, Format: GL_RGB, IntFormat: GL_RGB
22.26%  Mode: GL_MODULATE, Format: GL_RGBA, IntFormat: GL_RGBA
0.11%   Mode: GL_MODULATE, Format: GL_RGB, IntFormat: GL_RGB8

Tuxracer:
71.08%  Mode: GL_MODULATE, Format: GL_RGBA, IntFormat: GL_RGBA
16.6%   Mode: GL_MODULATE, Format: GL_RGB, IntFormat: GL_RGB
12.3%   Mode: GL_DECAL, Format: GL_RGB, IntFormat: GL_RGB

GL Tron:
70.9%   Mode: GL_MODULATE, Format: GL_RGBA, IntFormat: GL_RGBA
27.28%  Mode: GL_MODULATE, Format: GL_RGB, IntFormat: GL_RGB
1.8%    Mode: GL_REPLACE, Format: GL_RGB, IntFormat: GL_RGB

These were relatively small samples of one map, but enough to show that
most games would run with texturing almost entirely in software in
"compliance" mode.  Even with quake using mostly GL_RGB, the 22% GL_RGBA
is enough to make it unplayable.  With multitexturing there's even more 
cases which have to be software for compliance, so quake and ut suffer 
more there. :(

-- 
Leif Delgass 
http://www.retinalburn.net


_______________________________________________
Dri-devel mailing list
[EMAIL PROTECTED]
https://lists.sourceforge.net/lists/listinfo/dri-devel

Reply via email to