On Mon, 31 Jan 2005, Ben Skeggs wrote:

Hello,


The big change is that q3demo should now play in game mode, albeit with some texture related artifacts which are due to missing pixel shader generator. Thanks to Rune Petersen for nailing down the cause of lockups in NeHe lesson 20 !

lesson20 now works correctly without lockups for me.  I'm unable to enter a
game in quake3 (retail 1.32b) though.  I don't have a lockup, but just after
the intro screen, quake3 exits, with this message:

quake3.x86: r300_cmdbuf.h:56: r300EnsureCmdBufSpace: Assertion `dwords < r300->cmdbuf.size' failed.

This should not really happen could you try to track down what causes it ?
It might worthwhile to try turning off/on different graphics features in quake.




             * rewrite r300_render.c to use proper mesa code (templates?)
               and support vertex buffers.

I've started some preliminary work on porting the r200 maos code over. Is this a good starting point for implementing vertex buffers?

At the very least it is a good starting point to look at :) The current scheme is closer to maos code, though it would be nicer (and cleaner) if there were one of the templates that other drivers use.


Also, I am not sure whether AOS is really used in Mesa, judging by tnl->VB
structure it might be not so (the benefit of AOS is that client programs
can specify several arrays of vertex components and then mix and match them at will).


                          best

                            Vladimir Dergachev


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