Adam K Kirchhoff wrote:
> Rune Petersen wrote:
>> Adam K Kirchhoff wrote:
>>  
>>> Rune Petersen wrote:
>>>    
>>>> Adam K Kirchhoff wrote:
>>>>      
>>>>> So last night I decided to give the new vertex programs on the r200 
>>>>> driver a shot and to see how doom3 stacked up with the r200 driver 
>>>>> vs the fglrx driver now.  With both drivers, I was getting 
>>>>> approximately 12 FPS with demo1 (with the r200 renderer, of course).
>>>>>
>>>>> This morning I decided to give the r300 driver a shot, but ran into 
>>>>> some problems:
>>>>>
>>>>> http://68.44.156.246/shot-current.jpg
>>>>>
>>>>> Everything is shiny and textures are all screwed up :-)
>>>>>
>>>>> Same room, but with the Mesa 6.5 drivers:
>>>>>
>>>>> http://68.44.156.246/shot-6.5.jpg
>>>>>
>>>>> If this isn't something currently being worked on, I'll go ahead 
>>>>> and open up a new bug for it.         
>>>> set r_renderer "arb"
>>>>
>>>> r_renderer "arb2" is broken. My guess is that with Mesa 6.5, Doom 3 
>>>> (demo) defaults to arb unlike with Mesa CVS.
>>>>
>>>>       
>>> Sorry, but according to the output from doom3, it's using the ARB 
>>> render path for both 6.5 and CVS.
>>>
>>>     
>>
>> Not for me unless I set r_renderer to "arb".
>>
>>   
> You're absolutely right, my mistake...  Not sure how I missed that :-)
> 
> However, with drivers from CVS, I do get a segfault when quitting doom3, 
> which I believe has been brought up here before:
> 
> idRenderSystem::Shutdown()
> doom.x86: r300_context.c:389: r300FreeGartAllocations: Assertion 

I brought it up some time ago, but I had a more pressing problem with 
Quake3 at the time. Just commenting out r300FreeGartAllocations() makes 
Doom 3 happy.


Rune Petersen


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