On Sun, Dec 29, 2002 at 11:43:59PM -0600, D. Hageman wrote: > On Sun, 29 Dec 2002, magenta wrote: > > > On Sun, Dec 29, 2002 at 08:06:58PM -0600, D. Hageman wrote: > > > > > > > > I know that my engine Solace (http://www.cs.nmsu.edu/~joshagam/Solace/) > > > > causes such artifacts... my guess is that it happens when playing back a > > > > displaylist which was created using glArrayElement(). (I'm guessing that > > > > the screenshot someone posted was using the default configurations, which > > > > does that by default.) > > > > > > I got a couple of flickers on the right side of the middle sphere using > > > your default radeon registry file. When I used just the plain default > > > registry file I got quite a few more flickers in the cartoonish sphere and > > > the thingie on the right side. > > > > Cartoonish sphere? Do you mean the torus group? There's only one sphere in > > the default shader-test scene. :) > > Yes, that would be the one. If you take all the torus together it reminds > me of a cartoonish framework for what could be overall a sphere. Imagine > stretching a piece of cloth around the whole grouping ... > > > Also, what do you mean by flickers? > > It was like the image that was supposed to be clipped because it was > hidden became visible briefly as the light went by. It just happens > briefly and then it is quickly corrected. This is probably not an > accurate description, but there it is.
Okay... could you set the value of testRender/capt to some directory with lots of free space and press 'k'? It'll record PPM-format screenshots... then send the appropriate frame(s) to me, preferrably as PNG or JPG. :) I *think* I know what you're talking about (I think I've seen something similar on some builds of r100) - sometimes it skips over a few vertices while playing the displaylist and so the surface gets "streched" out - but I'd like to see it myself to be sure. A good scene for testing that particular failure mode is scenes/test6, because the main object in it has a shape which makes those errors quite obvious. :) > > > > Also, if whoever it was who posted that screenshot could change the Solace > > > > setting of GL_draw_method to 0 (which switches to immediate mode rendering > > > > rather than using vertex arrays) and see if that continues with the > > > > funkiness, that would be another useful data point. :) > > > > > > Switching the GL_draw_method to 1 gave me ... from what I can tell perfect > > > rendering ... well ... at least no flickers. > > > > Huh. > > Oops - mistype. Switching the GL_draw method to 0 correct all of the > anomalies I was seeing in the display. That makes more sense. :) Sounds like it's a problem with displaylists and vertex arrays. Does it still happen if you set the value of GL_dlistMax to 0? -- http://trikuare.cx ------------------------------------------------------- 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