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 ------------------------------------------------------- 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