On Tue, 2002-04-30 at 10:45, José Fonseca wrote:
> On 2002.04.30 09:36 Peter Andersson wrote:
> >>  To describe my problem with the open gl rendering every other vertical 
> >> "pixel row" is jagged. It looks similar to the fields in a frozen video 
> >> frame if you know what i mean, only these fields are horiziotal. 
> >> Perhaps the screenshot will speak more clearly.
> >> 
> >> Nice effect! ;-)
> >> 
> >> It's probably the textures that must be byte swapped too.
> > 
> > Do you mean the "texture mapping drivers" in DRI or in the program 
> > (prboom)? If i run the program with indirect rendering the textures work 
> > ok. I had the same problems when running quake.
> 
> I meant in the drivers. This is still not very clear - yesterday we 
> discussed this in the IRC meeting -, because the colors are ok. Looking 
> careful to the picture is seems that we have to word swap and not byte 
> swap. Perhaps because within a pixel, the color disposition isn't changed 
> across little/big endian architectures.

I was going to explain this is due to 32 bit swapping exchanging 16 bit
texels, but on second thought it should work if both the texture and
framebuffer use the same bpp.

Where can I see that screenshot? :)


-- 
Earthling Michel Dänzer (MrCooper)/ Debian GNU/Linux (powerpc) developer
XFree86 and DRI project member   /  CS student, Free Software enthusiast

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