Just committed a few small patches, including a couple which suffice to
get Quake3 working with multitexture under cva. Although I had buy a
voodoo2 to figure these bugs out, they turned out to be annoyingly
trivial...
David B, if you're reading - can you look at the change I made to
fxIsInHardware(). I think the multitexture tests there were too
restrictive - it seemed to allow only (GL_MODULATE/GL_MODULATE)
combinations, although the code elsewhere seems to support a larger set
of modes.
Also I've prepended the word 'Mesa' to the fx GL_RENDER string as (god
knows why) the quakeworld client checks to figure out what maximum
texture size to use.
And finally, am I right in saying that we need a more explicit approach
to managment of the grHints() calls, and that the call in fxvsetup.c was
clobbering the state setup by the call in fxSetupDoubleTMU?
Keith
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