On Mon, 2002-07-08 at 13:55, Keith Whitwell wrote:
> Michel Dänzer wrote:
> > On Mon, 2002-07-08 at 07:31, Elladan wrote: 
> > 
> >>On Sun, Jul 07, 2002 at 09:18:44PM -0600, Brian Paul wrote:
> >>
> >>>Elladan wrote:
> >>>
> >>>>On Fri, Jul 05, 2002 at 08:15:26AM +0100, Keith Whitwell wrote:
> >>>>
> >>>>
> >>>>>Elladan wrote:
> >>>>>
> >>>>>
> >>>>>>Yes.  I'm seeing the same thing on my Radeon 7500.  See screenshots
> >>>>>>here:
> >>>>>>
> >>>>>>http://www.eskimo.com/~elladan/tux
> >>>>>>
> >>>>>>(Or in the bug report I filed on the dri project page...)
> >>>>>>
> >>>>>>I'm also seeing generally horrible problems with tuxracer whenever it
> >>>>>>uses multiple textures on the same polygon, as far as I can tell.
> >>>>>>
> >>>>>>There seemed to be a few other bugs in the database on multitexture
> >>>>>>problems, too...
> >>>>>>
> >>>>>It's to do with multipass rendering, I think, rather than the texture 
> >>>>>code specifically.
> >>>>>
> >>>>>The same problem gives you the 'shimmery' ice patches.  The mesa gloss 
> >>>>>demo shows similar artifacts.
> >>>>>
> >>>>Where would this problem most likely reside in the code?  Any guesses?
> >>>>Eg., file/function areas?  I can go playing around in there if someone
> >>>>have some vague idea what the problem might be...
> >>>>
> >>>>-J
> >>>>
> >>>This sounds like Z-buffer fighting.  If you draw the same triangle twice
> >>>with exactly the same vertices you'd expect that the same Z values would
> >>>be generated for each fragment.  But the OpenGL spec doesn't require that
> >>>to be true, depending on particular state changes between passes.  (See
> >>>the OpenGL spec appendices).
> >>>
> >>>If the first triangle is drawn in hardware but the second is drawn with
> >>>software (or vice versa) you almost never get exactly the same
> >>>rasterization results.  I've also seen cards which will do both passes
> >>>in hardware but still produce different Z values.
> >>>
> >>>glPolygonOffset() is the usual solution to this problem and its up to
> >>>the application programmer to know when to use it.
> >>>
> >>>Strictly speaking, the gloss demo should use glPolygonOffset() for
> >>>the second rendering pass.  But it doesn't because I was lazy when I
> >>>wrote the demo.
> >>>
> >>>So, if my hypothesis is correct, this is an application problem.
> >>>
> >>Ok, I'll investigate the application to see if it's the problem.
> >>
> >>I seem to recall that TuxRacer more or less worked with the 4.2 Radeon
> >>7500 drivers, but doesn't seem to work with the TCL drivers.
> >>
> > 
> > Yep, it still works now with RADEON_NO_TCL but not with RADEON_NO_VTXFMT.
> > (BTW glxgears seems to be faster with RADEON_NO_VTXFMT here. I know
> > glxgears doesn't really mean anything, but it's probably because there are
> > no PPC assembler optimizations yet? Maybe we shouldn't use vtxfmt in that
> > case?)
> 
> Gears is all display lists -- it doesn't touch the vtxfmt code at all.  Maybe 
> theres some state pingponging, but I don't see how it could be a big influence...

Well, I forgot to mention that the difference isn't big. I'll try other
stuff, unless I can reproduce a significant difference with anything
it's not important.


> > Another problem I have with tuxracer is that it's very slow. Used to be
> > much faster, unfortunately I don't remember if that was with the Mesa 3.4
> > based driver or with the pre-TCL Mesa 4.0 based one. Neither of the two
> > environment variables mentioned here helps. Might the output with
> > RADEON_DEBUG=fall be enlightening to anyone?
> 
> If it shows anything, yes.

http://www.penguinppc.org/~daenzer/DRI/tuxracer.fallback


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


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