It's done. At least, the trivial changes are made. There is still problems 
in the DDX due to changes in the XFree 4.2.0 tree, and in the Mesa 3D 
driver.

On 2002.02.26 21:01 Leif Delgass wrote:
> 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?
> 

It wasn't necessary because I updated directly from the 
mach64-0-0-2-branch. Like:

cvs update -j mach64-0-0-2-branch ....

> > ...
> >
> > 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!
> 

I'll check on the DDX driver for now, and then I see.

> 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. :(
> 

mmm... Let the environment variables begin!!

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

Regards,

Jos� Fonseca

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