On Mon, 2002-11-04 at 21:11, Ian Romanick wrote:
> On Sun, Nov 03, 2002 at 04:58:23PM +0100, Michel Dänzer wrote:
> > 
> > Just tried it for the first time because I hoped it would help with the
> > texture problems seen in
> > 
> > http://penguinppc.org/~daenzer/DRI/bzflag.png
> > http://penguinppc.org/~daenzer/DRI/tuxracer.png
> > 
> > Well, it does seem to change the behaviour, but not only for the good.
> > While the problems occur randomly with the trunk code, mostly on the
> > first runs after the server was started, with the texmem code they never
> > seem to happen with tuxracer, but always with bzflag and quake2. Also, I
> > don't think I've seen this on x86, anyone? Any idea what's up?
> 
> Could you try this with the environment variable
> RADEON_AGPTEXTURING_FORCE_DISABLE set?  One of the changes for the R100 in
> the texmem branch is that AGP texturing is enabled.  This env. var. will
> disable it.

Doesn't make a difference; if it did, I wouldn't see the problem on the
trunk (but I've tried anyway for you :). The texmem branch hasn't
introduced the problem but made it 100% reproducible, which is good.

It's definitely the depth buffer running amok. If I move the texture
region about 10 scanlines further away from it, no corruption occurs.
Any ideas as to why this could happen appreciated, and why it doesn't
happen on the x86 box at work, where the texture region is adjacent to
the depth buffer.


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



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