Am Mittwoch, 14. Januar 2004 02:56 schrieb Roland Scheidegger: > Brian Paul wrote: > >> 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. > > > > I believe the problem is that TexCoord3 commands are only getting > > their S and T coords passed to the hardware. That is, (S,T,R) > > texcoords aren't a supported vertex format at this time. > > > > I had implemented texture cube maps and 3D textures in the R200 > > driver over a year ago, but wasn't sure how to go about implementing > > the TexCoord3 stuff. > > I've just seen there are some fixes very recently in the drm module for > the cubic offsets which I've missed before (as I don't update the drm > module every time I'll compile the 3d driver). > Unfortunately, these fixes seem to effectively prevent ANY app which use > any texturing to work at all... (drmCommandWrite: -22). > Could someone please fix this bug of epic dimensions ;-).
Use this one: Re: [Dri-devel] [trunk] r200 current CVS Datum: Sonntag - 20:58:26 > This also > seemed to cause a drop in glxgears performance (one of the few apps > which don't use texturing...) by a factor of 10 or so (but yes, it is > using hardware rendering). No, not seen here (r200) without and with Andreas fix. progs/demos> progs/demos> 9899 frames in 5.000 seconds = 1979.800 FPS 12200 frames in 5.000 seconds = 2440.000 FPS 12097 frames in 5.000 seconds = 2419.400 FPS _During_ full X compilation (make -j3 World) ;-) Linux version 2.6.1-0-smp-DN ([EMAIL PROTECTED]) (gcc-Version 3.3.1 (SuSE Linux)) #1 SMP Mon Jan 12 21:25:29 CET 2004 Now, I can finally go and test Q3A for smp support, again... Greetings, Dieter > >> 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. > > > > Not sure about that, but the TexCoord3 issue would also apply here. > > > >> 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. > > > > It seems OK w/ stand-alone Mesa. When you say software mesa, do you > > mean LIBGL_ALWAYS_INDIRECT? If so, it might be a client/server-side > > GLX bug. > > Yes, I've always used LIBGL_ALWAYS_INDIRECT. In the end, it should run > pretty much the same code as stand-alone mesa, or not? Though there were > some glx fixes too recently (not sure if I had them already), retried it > but it still doesn't run correctly. > Tried it with stand-alone Mesa (it's enough to set LD_LIBRARY_PATH to > Mesa/lib, yes?) and both fogcoord and seccolor did work correctly. > However, stencilwrap now fails instead? > > Roland ------------------------------------------------------- This SF.net email is sponsored by: Perforce Software. Perforce is the Fast Software Configuration Management System offering advanced branching capabilities and atomic changes on 50+ platforms. Free Eval! http://www.perforce.com/perforce/loadprog.html -- _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel