I've just had too much spare time and though it would be interesting to see which mesa demos/tests have problems (lighting or otherwise), so here are the results of all tests which did not run correctly (of course quite a few tests wouldn't run at all due to missing arb_fp, arb_vp or whatever extension, I didn't list them).

cubemap:
with hardware tcl inner sphere looks correct, outer cube has
only blue face, the others are missing, and texture is more fuzzy (might
be just a different lod bias?) compared to software mesa.
tcl_mode=0 is even worse: inner sphere everything is only blue/white,
outer cube same errors as above.

fire:
way too much fog is applied, the ground gets almost completely
white. Happens with both tcl and tcl_mode=0.

isosurf:
"Reflect" looks much different with hardware tcl (only in
polygon mode fill, polygon mode line causes a tcl fallback and thus it
will look the same as software tcl) than with tcl_mode=0
(LIBGL_ALWAYS_INDIRECT looks exactly the same as tcl_mode=0). Can't
really say which one is correct though, the overall impression is still
the same, it's just as if the colors are somehow reversed...

pointblast:
(both with hardware tcl and without) the points are almost
invisible. IIRC this was already mentioned some time ago to be because
all points are drawn with size 1 only.

stex3d:
the 3d texture fallback seems to be very slow. software mesa
seems to run about 2-3 times faster than hardware acceleration using the
fallback.

occlude:
GL_HP_occlusion_test is not supported in r200 driver, though I believe the hardware should be able to support it (ATI supports this extension in their driver).


fogcoord:
doesn't work correctly with software mesa, all squares are white (test says should be white -> gray -> black)
GL_EXT_fog_coord is not implemented in r200 driver. Both the XiG and ATI driver support this in their driver, so I guess the hardware should support it too.


projtex:
(both with tcl and tcl_mode=0) the projected texture coordinates are obviously wrong, the size of the projected texture doesn't even seem to depend on where the projection ray hits the object (both projected textures on the cube seem to have the same size).


seccolor:
works with hardware acceleration (with or without software tcl), but not correctly with software mesa (all squares are red).


stencilwrap:
fails all tests (with or without hardware tcl), always getting 0 or 255, software mesa works correctly.


yuvrect:
texture has pink tint (both with or without tcl), works ok with software mesa.


yuvsqure:
same problem as with yuvrect (only the left texture, the right one is correct).


Quite a few things to fix :-(
(cvs version from sometime 1-2 days ago, with Michel's latest lighting fix applied).


Roland




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