http://bugs.freedesktop.org/show_bug.cgi?id=13181
------- Comment #6 from [EMAIL PROTECTED] 2007-11-12 13:08 PST ------- OK, I did have compressed textures on in quake3 by default. But it didn't change nothing when disabling the setting. I tried both with vid_restart and restarting the whole engine. The effects remain. BUT the effect is a little different in quake3. There it looks more like a clipping plane bug. See for yourself. I'm going to attach three screenshots. Two with mipmapping enabled (r_textureMode GL_LINEAR_MIPMAP_NEAREST) and one without mipmapping. The funny thing is that when having only bilinear filterung the visual in quake3 still has some errors (see the screenshot). The first screen (with mip on) is from the player standing on the "base level" of the map. There you clearly see the effects on the textures in front of you. The effect moves while you move through the map. The second screen shows the situation when the player is at the top of the map. I did choose an area where you can still see the floor. Notice that the textures on the "upper level" are free of the effect. But the base floor is still affected. Quite weird. -- Configure bugmail: http://bugs.freedesktop.org/userprefs.cgi?tab=email ------- You are receiving this mail because: ------- You are the assignee for the bug, or are watching the assignee. ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ -- _______________________________________________ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel