On Thu, 21 Nov 2002, Ian Romanick wrote:

> On Thu, Nov 21, 2002 at 01:27:03PM -0500, Adam K Kirchhoff wrote:
>
> > Hmmm... Well, line 592 of scene.cpp (in glaxium 0.5, just downloaded from
> > the website) seems to be:
> >
> >     glEnable(GL_TEXTURE_2D);
> >
> > Line 586, though, makes reference to GL_DOT3_RGB_EXT.  I've made the
> > change there.
> >
> > Now, with the unpatched driver and the patched game, the results look
> > exactly look they did with the patched driver and the unpatched game!
>
> I believe that we may have discovered one of the subtle differences between
> the R100 family of chips and the R200 family.  On the R100, when DOT3
> bumpmapping is selected the driver has to manually select the implicit 4X
> multiplier required by the ARB & EXT specs.  It seems that when the R200
> this is not needed.
>
> The unpatched driver programs the chip to do DOT3 and a 4X scale.  It seems
> that the result is a 4X + 4X scale, or a 16X scale.  The result is that all
> fragments end up saturated to white.  If this theory is correct, then this
> patch should fix it.
>
> I'm crossing my fingers...

Well, it looks better than your last patch, but still not right, and
worse than it does with the unpatched driver.

http://memory.visualtech.com/glaxium.png

Adam




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