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


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