Hello all, I've been following the mach64 efforts closely and it seemed like a good time to try a binary snapshot. Very impressive! Thanks to all involved.
I did find a problem running an OpenGL app I wrote for work. It seems that when I use the XOR logic op for rubber banded lines/rectangles that it doesn't erase the previously drawn pixels. They get set to something which looks like an XOR would, but it stays that way. Maybe the logic op is set wrong? I wrote a smaller test program for this in C which you can find here: http://www.tardis.ed.ac.uk/~gnh/mach64/xor_test.c It should show you what I'm talking about. Also, when the window first pops up the glClear isn't coincident with the top left of the window as if the viewport wasn't right, although the rectangle is in the right place. Another clear via expose does affect the whole window, but if I put the window half off screen and drag it back into the middle, only parts of it are cleared. This all works using software rendering, using export LIBGL_ALWAYS_INDIRECT=1 has no problems nor no nvidias drivers on my other machine for example. I hope this helps - it may not be quake III, but at least theres some code to look at and I know some of you aren't just into games. system is a PIII dell laptop, 8MB mach64: ATI Technologies Inc Rage Mobility P/M AGP 2x (rev 64) (prog-if 00 [VGA]) Thanks again for all your work, Graham __________________________________________________ Do You Yahoo!? Sign up for SBC Yahoo! Dial - First Month Free http://sbc.yahoo.com ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
