Brian Paul wrote:
>
> Forwarding another reported bug in lighting...
>
> Joe Waters ([EMAIL PROTECTED]) wrote:
>
> > I just grabbed 3.1b2 and gave it a shot with BFRIS -- unfortunately,
> > somewhere betwixt a recent CVS snapshot I've got and 3.1b2, the
> > lighting broke :-( BFRIS uses OpenGL lighting (both point and
> > directional sources) and both worked with my most recent CVS build but
> > with 3.1b2, it looks like all lighting is off. I'm still something of
> > a CVS newbie, and I don't know how to tell when my last CVS update
> > was... I pulled an ls -l under MesaCVS/CVS and it shows "Entries" with
> > the date of May 14 17:19, which I think is about right for the last
> > time I did a cvs update.
> > ...
> > Anyway, at least for BFRIS, the may 14 CVS build runs very well;
> > there's a considerable improvement in geometry performance (I assume
> > due to the vertex array and display list changes). Mesa 3.1b2 runs
> > speedily too, the only caveat being that everything is really dark...
> >
Joe - I've just committed a fix for lighting in the presence of display
lists, gl_normalize and modelview matrices involving a scale component.
If this is you, you may want to check if you problem is solved. If not,
can you send a little more information (a demo!) about your exact (a
demo!) rendering environment (a demo!).
I think a demo is the best way, it certainly makes life easier than
trying to reverse engineer a monolithic, closed-source, compiled, large
game.
Keith
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