Dieter Nützel wrote:
Am Mittwoch, 6. November 2002 16:46 schrieb Brian Paul:

Bret Towe wrote:

On Tue, 2002-11-05 at 16:39, Brian Paul wrote:

Bret Towe wrote:

i recently grabed the mesa 4.1 branch to test out
mainly to see if the multitexture problem with
celestia was fixed also to see how it looked anyhow after
seeing celestia crash as per the norm i tried using the
LIBGL_ALWAYS_INDIRECT=1 with celestia and it crashs x
everytime for me i would of tested more apps to see
how consistent it is but i get sick of x dieing like that
for very long so i left it alone
in the mornin(for me anyhow) ill try out a few more apps
if you need more info or logs etc let me know ill see it
when i check my mail in the morn
I just tried celestia with the 4.1 branch (indirect rendering).
It came up fine and I pressed 'd' to run the demo.  Eventually,
celestia crashed.  Looks like a problem in celestia, not Mesa
or GLX or DRI.
that crash was prob the multitexture problem that somethin has no clue
what any more
What???


The text in the corners of the window isn't legible.  I don't
know if it's drawn with glBitmap or texture or what so I'm
not sure what the problem is.

-Brian
i dunno maybe its just cause im using some optimization under gcc 3.2
(-mcpu=athlon -march=athlon -pipe)
In any case, I found a few problems.  Celestia is now working with
indirect rendering perfectly.  Here's the story:

1. A few functions in Mesa were no-ops, such as glGenTexturesEXT and
   glIsTextureEXT.  The non-EXT versions were fine.  The net effect was
   that the array of texture object IDs was left uninitialized.  Many
   were zero so texture images (the Celestia text) was clobbering each
   other.

   I've checked in the fix for this to the Mesa and DRI cvs trees.

Brian could you run your Mesa-4.1 "test apps" through valgrind (maybe purify or the like), please?
Maybe someday.  I don't have time now and there's a lot of other things
on my to-do list.

-Brian





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