Hi.
I'm working on QuakeForge engine, and some things related to transparency
(player damage blood) and 'dynamic lighting' (grenade explosion) are very
slow. Quake3 runs faster in mean time.
I want to investigate problem further on Quake side, but I want to be sure
I understood mach64 limitation correctly from what I've read at
http://www.retinalburn.net/linux/dri_status.html
- glEnable(GL_FOG) and glEnable(GL_BLEND) cannot be enabled at the same time.
- 'Texture environment modes: GL_BLEND is done in software..' - mean
  glTexEnv(GL_BLEND) is software. GL_DECAL is hw accelerated.
  GL_MODULATE with GL_LUMINANCE_ALPHA is software.

cvs co -r mach64-0-0-5-branch xc/xc/lib/GL/mesa/src/drv/mach64
are the right files to investigate for additional limitations?

BTW, when particular operation is implemented in software but require some
on-screen content, driver copy already rendered chunk from framebuffer, pass
it to Mesa, then copy back?


arkadi.


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