On Wed, Apr 03, 2002 at 10:59:18PM +0100, Michael wrote:
> On Wed, Apr 03, 2002 at 10:11:36AM -0800, Ian Romanick wrote:
> > On Wed, Apr 03, 2002 at 01:28:46PM +0200, Timothee Besset wrote:
> > > Not sure if that's related, but Q3 shaders don't do any bump mapping.
> > > 
> > > TTimo
> > 
> > Hrm..ok, so then it's not the bumpmaps that are missing. :)  In any case,
> > the walls look perfectly smooth, and they didn't used to.  I'll send a
> > picture out to the list, if there is demand.
> 
> Looks like a few of the wall textures are magnified a few times, like the
> texture coords are wrong.
> 
> rtcw victory screen has the rolling texture thing (which is no doubt
> texcoord related as well)

It looks like varray.c doesn't correctly set ctx->Array.NewState in each
function (it's always setting _NEW_ARRAY_VERTEX), the reason anything
works seems to be that (Un)LockArrays_ sets _NEW_ARRAY_ALL, so it's
usually 0x7fff by the time that state reaches the new
radeonReleaseArrays. Currently, ReleaseArrays sometimes gets duff state and
was leaving old tex coords in dma for some of the multipass textures
quake3 is drawing.

I'm testing my change here a bit wider before committing, but it looks
like changing each <xxx>Pointer function in varray.c to use the
corresponding _NEW_ARRAY_xxx state works.

-- 
Michael.

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