Re: [Dri-devel] mach64-0-0-3-branch multitexture fix

2002-03-22 Thread Sergey V. Udaltsov

 I just downloaded it and was getting good fps.  Check ~/.ArmageTronrc
 and make sure the GL_RENDERER line says Mesa DRI Mach64  Maybe your 
 SDL library isn't using the right libGL?
Strange, I have different situation. Yes, armagatron does use the right
opengl library. What is your card? What are your fps with/without DRI?

Cheers,

Sergey


PING_CHARITY 0
 MAX_IN_RATE 4
MAX_OUT_RATE 4
 SERVER_NAME 
 FINISH_TYPE 2
   GAME_TYPE 1
AUTO_AIS 1
 NUM_AIS 19
   MOVIEPACK 1
  ZTRICK 0
  MOUSE_GRAB 0
   WRAP_MENU 0
  SPARKS 1
 TEXTURES_HI 1
 PREDICT_OBJECTS 1
 LAG_O_METER 1
  INFINITY_PLANE 0
  SKY_WOBBLE 1
   LOWER_SKY 1
   UPPER_SKY 1
  DITHER 1
HIGH_RIM 1
FLOOR_DETAIL 1
FLOOR_MIRROR 1
SHOW_FPS 1
TEXT_OUT 1
  SMOOTH_SHADING 1
 ALPHA_BLEND 0
   PERSP_CORRECT 1
  POLY_ANITALIAS -1
  LINE_ANITALIAS 1
MESSAGE_OF_DAY_4 
MESSAGE_OF_DAY_3 
MESSAGE_OF_DAY_2 
MESSAGE_OF_DAY_1 The server admin was too lazy to set a message of the 
day...
  ARMAGETRON_VERSION 0.1.4.9
   GL_VENDOR Gareth Hughes
 GL_RENDERER Mesa DRI Mach64 20020227 [Rage Pro] x86/MMX/SSE
  GL_VERSION 1.2 Mesa 4.0.2
   GL_EXTENSIONS GL_ARB_imaging GL_ARB_multitexture GL_ARB_texture_env_add 
GL_ARB_transpose_matrix GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_minmax 
GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_convolution 
GL_EXT_compiled_vertex_array GL_EXT_histogram GL_EXT_packed_pixels 
GL_EXT_polygon_offset GL_EXT_rescale_normal GL_EXT_texture3D GL_EXT_texture_env_add 
GL_EXT_texture_object GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_MESA_window_pos 
GL_NV_texgen_reflection GL_SGI_color_matrix GL_SGI_color_table GL_SGIS_pixel_texture 
GL_SGIS_texture_edge_clamp
  TEXTURE_MODE_3 9984
  TEXTURE_MODE_2 9984
  TEXTURE_MODE_1 9728
  TEXTURE_MODE_0 9728
   COLOR_R_4 15
   COLOR_G_4 15
   COLOR_B_4 3
 CAMWOBBLE_4 0
AUTO_INCAM_4 0
SPECTATOR_MODE_4 0
 INSTANT_CHAT_STRING_4_1 LOL!
 INSTANT_CHAT_STRING_4_2 :-)
 INSTANT_CHAT_STRING_4_3 :-(
 INSTANT_CHAT_STRING_4_4 Well done!
 INSTANT_CHAT_STRING_4_5 Almost got you...
 INSTANT_CHAT_STRING_4_6 Hehe!
 INSTANT_CHAT_STRING_4_7 Got one!
 INSTANT_CHAT_STRING_4_8 
 INSTANT_CHAT_STRING_4_9 
INSTANT_CHAT_STRING_4_10 
INSTANT_CHAT_STRING_4_11 
INSTANT_CHAT_STRING_4_12 
   ALLOW_CAM_4_0 1
   ALLOW_CAM_4_1 1
   ALLOW_CAM_4_2 1
   ALLOW_CAM_4_3 1
   ALLOW_CAM_4_4 1
 START_FOV_4 90
 START_CAM_4 3
 CAMCENTER_4 1
PLAYER_4 Player 4
   COLOR_R_3 3
   COLOR_G_3 3
   COLOR_B_3 15
 CAMWOBBLE_3 0
AUTO_INCAM_3 0
SPECTATOR_MODE_3 0
 INSTANT_CHAT_STRING_3_1 LOL!
 INSTANT_CHAT_STRING_3_2 :-)
 INSTANT_CHAT_STRING_3_3 :-(
 INSTANT_CHAT_STRING_3_4 Well done!
 INSTANT_CHAT_STRING_3_5 Almost got you...
 INSTANT_CHAT_STRING_3_6 Hehe!
 INSTANT_CHAT_STRING_3_7 Got one!
 INSTANT_CHAT_STRING_3_8 
 INSTANT_CHAT_STRING_3_9 
INSTANT_CHAT_STRING_3_10 
INSTANT_CHAT_STRING_3_11 
INSTANT_CHAT_STRING_3_12 
   ALLOW_CAM_3_0 1
   ALLOW_CAM_3_1 1
   ALLOW_CAM_3_2 1
   ALLOW_CAM_3_3 1
   ALLOW_CAM_3_4 1
 START_FOV_3 90
 START_CAM_3 3
 CAMCENTER_3 1
PLAYER_3 Player 3
   COLOR_R_2 3
   COLOR_G_2 15
   COLOR_B_2 3
 CAMWOBBLE_2 0
AUTO_INCAM_2 0
SPECTATOR_MODE_2 0
 INSTANT_CHAT_STRING_2_1 LOL!
 INSTANT_CHAT_STRING_2_2 :-)
 INSTANT_CHAT_STRING_2_3 :-(
 INSTANT_CHAT_STRING_2_4 Well done!
 INSTANT_CHAT_STRING_2_5 Almost got you...
 INSTANT_CHAT_STRING_2_6 Hehe!
 INSTANT_CHAT_STRING_2_7 Got one!
 INSTANT_CHAT_STRING_2_8 
 INSTANT_CHAT_STRING_2_9 
INSTANT_CHAT_STRING_2_10 
INSTANT_CHAT_STRING_2_11 
INSTANT_CHAT_STRING_2_12 
   ALLOW_CAM_2_0 1
   ALLOW_CAM_2_1 1
   ALLOW_CAM_2_2 1
   ALLOW_CAM_2_3 1
   ALLOW_CAM_2_4 1
 START_FOV_2 90
 

[Dri-devel] phantom tux in tuxracer with mach64-0-0-3-branch

2002-03-22 Thread José Fonseca

This is a bug which still hasn't disappeared with the latest updates. In 
the game the penguin flashes randomly as it slides downhill. He still 
drawn but just its bright, as a phantom. I've been trying to hunt this 
down but I still didn't had much success so far. Could someone tell me if 
this just happens with my card (although I found it strange since the 
memory shouldn't be a issue since the penguin seems to be drawn in solid 
color) or not?

Another strange thing that happens sometimes is when I first run a OpenGL 
app the double buffering doesn't work properly, the image is not refreshed 
properly and things are drawn over the previous frame. When I run again 
this doesn't happen anymore. This seems that some state vars still aren't 
being updated properly.

José Fonseca


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Re: [Dri-devel] phantom tux in tuxracer with mach64-0-0-3-branch

2002-03-22 Thread Michael Thaler

Hi Jose

 This is a bug which still hasn't disappeared with the latest updates. In 
 the game the penguin flashes randomly as it slides downhill. He still 
 drawn but just its bright, as a phantom. I've been trying to hunt this 
 down but I still didn't had much success so far. Could someone tell me if 
 this just happens with my card (although I found it strange since the 
 memory shouldn't be a issue since the penguin seems to be drawn in solid 
 color) or not?

This happens to me, too. Most of the time I cannot see the penguin,
but sometimes it is rendered correctly. So in principal the rendering
seems to be o.k.

An other issue are strange artefacts in Quake3 when you use the plasma
gun. When you hit something with the plasma gun, the explosion of the
plasma shots looks trange. I guess it should look different, I guess.

And there is something whith UT, too. I normally start UT on a second
X-server and often I get a schemtic pictures of my other xserver
instead of the UT Intro. Sometimes I get the normal intro. If I switch
from full screen to window mode and back, it is o.k.

And there is also the issue of switching form X to a console and
back. X crashes and I have to reboot, if I do that. But I guess this
is a known issue and will be solved when the driver is merged with 2d,
will it?

I am using the latest mach64-0-0-3 branach on a Sony Vaio 212F which
has an ATI Rage Mobility P/M.

Continue your excellent work!
Greetings,
Michael

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Re: [Dri-devel] Restoring DRM Library Device Independence

2002-03-22 Thread Jens Owen

Alan Hourihane wrote:
 
 On Fri, Mar 15, 2002 at 08:38:20AM -0700, Jens Owen wrote:
  I would like to move the device dependent functionality currently
  included in the drm library back into the device driver layer.
 
  My objective is to make sure new driver suites can be independently
  released without stepping on any components needed by other driver
  suites.  Currently, libdrm contains a mixture of device independent code
  and multiple device dependent routines.
 
  I'm looking for a clean way to split this functionality and restore
  libdrm device independent, while still providing a mechanism for device
  specific IOCTL style support directly in device drivers.
 
  Could we simply add a drmIOCTL entry point to the DRM library?  Then,
  the packing and unpacking could be done in the drivers.  The Linux and
  BSD implementations would simply wrap the standard IOCTL and future OS
  ports of the DRI would have a layer, if needed, for emulating an IOCTL.
 
 Jens,
 
 This is definately a problem that needs sorting out. We certainly
 need to put the driver specific calls into the 2D ddx portion, and
 abstract some form of drmIOCTL for the os-support routines.
 
 Please go ahead, and I'll certainly help out with this.

Alan,

Thanks for the feedback.  I plan to proceed on this next week.  Maybe
you can verify it's portability on the BSD branch after I'm done.

Regards,
Jens

-- /\
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  [EMAIL PROTECTED]  /\ \ \   Steamboat Springs, Colorado

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[Dri-devel] phantom tux in tuxracer

2002-03-22 Thread David Bronaugh

I'm using an older version of the mach64 code, but I also get this. Perhaps there's an 
issue with the Z buffer or such? I don't know a lot but that sounds probable if it's 
not being consistently drawn.

Rage Mobility P/M here on a Toshiba Satellite 1750CDT.

David Bronaugh

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Re: [Dri-devel] phantom tux in tuxracer with mach64-0-0-3-branch

2002-03-22 Thread Leif Delgass

On Fri, 22 Mar 2002, José Fonseca wrote:

 This is a bug which still hasn't disappeared with the latest updates. In 
 the game the penguin flashes randomly as it slides downhill. He still 
 drawn but just its bright, as a phantom. I've been trying to hunt this 
 down but I still didn't had much success so far. Could someone tell me if 
 this just happens with my card (although I found it strange since the 
 memory shouldn't be a issue since the penguin seems to be drawn in solid 
 color) or not?

Yes, I have this problem too, but haven't tracked it down yet.  I get a 
similar flicker in gltron with alpha blending, but without the 
phantom/transparent effect.
 
 Another strange thing that happens sometimes is when I first run a OpenGL 
 app the double buffering doesn't work properly, the image is not refreshed 
 properly and things are drawn over the previous frame. When I run again 
 this doesn't happen anymore. This seems that some state vars still aren't 
 being updated properly.

I haven't seen this I don't think, but I have seen problems with
single-buffering.  Bits of old textures/framebuffer appear when running
texenv without '-db', for example.  I've seen a new problem recently too,
in an app I'm working on.  I have a rotating surface.  When alpha blending
is on, if I toggle texturing from enabled to disabled, sometimes the 
surface disappears, but only when it is on the far half of the rotation 
cycle.

 José Fonseca
 
 
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-- 
Leif Delgass 
http://www.retinalburn.net


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Re: [Dri-devel] Radeon AGP?

2002-03-22 Thread Ian Romanick

On Wed, Mar 20, 2002 at 11:27:39PM +, Michael wrote:
 On Wed, Mar 20, 2002 at 01:51:06PM -0800, Ian Romanick wrote:
   Michael also implemented agp support for radeon with a similar simplistic
   strategy, but ran into some issues looking at tcl and/or mesa-4-0.  I think
   these turned out to be artefacts rather than anything serious.  In any case I
   think he decided to wait on some forthcoming reorganization of the texture
   management code in all the drivers...  (nudge nudge, wink wink)
  
  Heh...which is actually why I was asking. :)  There are a number of code
  paths in my code that I can't test on the Radeon (one of my two development
  platforms) without AGP texturing.
 
 That's confusing, since 'AGP' is really already there, it's not enabled as such,
 you just allocate from the RADEON_AGP_HEAP instead of the RADEON_CARD_HEAP.
 (Confusing because if your code replaces the mm in the radeon driver,
 you'll be writing the code you're asking to be committed?)
 
 The fix for current code (in all trunks afaiaa) is that
 RADEON_AGP_TEX_OFFSET is 0x0200 and it should be 0x0400 (at
 least on my radeon - I don't know what that does to 64mb radeons,
 7500's, mobilities etc? - the 0x0200 figure is left over from the
 r128 by the looks of it, so perhaps it is a constant?)

 Beyond that, there's no magic that I found that needs to be done, so you
 can ignore the 'fixup agp texture offset' that's in the #if 0 part of
 radeon_texmem, you just add the mmAlloc offset to the heap offset in the
 same way card local textures are done.
 
This is the part that needs fixing.  Looking back at the mailing list
archives, if the code that's '#if 0'ed out is re-enabled, the driver will
happily allocate AGP memory and explode.  Since this is device-dependent,
it doesn't really fall directly into the work that I'm doing now (see
below).  In any case, I'll find the patch and take a look at it.

I mainly wanted to make sure that the version sent out to the list is the
latest version.

 The patch is in the archives of this list so you could grab that
 (next to nothing has changed in this area in TCL) I can probably dig it
 up if you can't find it.
 
 That said, I've been implementing utah-glx swapping c/w AGP texturing in
 a way that only the overrun goes into AGP even as these messages
 arrived.  It sounds like you are doing much the same...which is a waste
 of one of our efforts - are you saying that IBM are letting you release
 your code now?

There was quite a bit if discussion about this at the 3/18 IRC meeting, but
I'll recap.  I do not have permission to release any code /yet/.  We are
still going through our internal process to get approval from legal to make
source code contributions to the DRI project.

That said, I personally believe that it is only a matter of time until this
approval is given.  I have been working for some weeks on this project, but
I have been very quite about what I'm doing.  The main reason for my silence
is to avoid when can we see your code? type questions, because I would not
have any answers.

I have been working to factor out the /existing/ texture management code
from the existing drivers.  I've been using the MGA and Radeon drivers as my
proof-of-concept cases.  Once that is done, ANYONE can easilly experiment
with different texture memory management schemes.

-- 
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[Dri-devel] MGA filtering question

2002-03-22 Thread Ian Romanick

I don't have the G400 documentation, so I can't just look this up.  I'm just
curious, what are TF_{min,mag}filter_cnst supposed to do?  I modified the
driver to use them just to see what they did, and it's not exactly clear
what they do!  It looks like it just makes the hardware to an unweighted
average between the two (four?) nearest texels...

If that's the case, then is it just a hold over from older Matrox hardware
that couldn't do linear filtering?  G100, perhaps?

Just curious...

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Re: [Dri-devel] Radeon AGP?

2002-03-22 Thread Michael

On Fri, Mar 22, 2002 at 02:01:53PM -0800, Ian Romanick wrote:
 
 That said, I personally believe that it is only a matter of time until this
 approval is given.  I have been working for some weeks on this project, but
 I have been very quite about what I'm doing.  The main reason for my silence
 is to avoid when can we see your code? type questions, because I would not
 have any answers.

From where I sit, 'Texture management' is something which starts in Mesa
and goes through to the kernel.

Personally I'm more interested in what you aren't doing, in that
respect, keep what you are doing to yourself by all means :o)

 I have been working to factor out the /existing/ texture management
 code from the existing drivers.  I've been using the MGA and Radeon
 drivers as my proof-of-concept cases.  Once that is done, ANYONE can
 easilly experiment with different texture memory management schemes.

There just aren't that many schemes Ian, IMHO.

x mb of card space, n mb of textures this frame.

x  n - don't do anything.
x  n - buy a bigger card, use the slider in the app, use AGP or swap
(n-x)mb of textures this frame. Roughly in order of
quality/performance.

Which textures? NP complete I bet. You have a good general case for most
games where MRU probably gets as close to the optimum (n-x), LRU tends
to hit n mb and that's probably all that is wrong with the current
driver(s). For the non-general case, you're better off being the
application.

That does miss out a lot of improvements we could do, but it's difficult
to surmise whether you are looking at those or not.

(Not that I want to sound negative, I look forward to being proved wrong :)) 

-- 
Michael.

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Re: [Dri-devel] phantom tux in tuxracer

2002-03-22 Thread José Fonseca

First, I would like to thank you all for your replies.

On 2002.03.22 19:08 David Bronaugh wrote:
 I'm using an older version of the mach64 code, but I also get this.
 Perhaps there's an issue with the Z buffer or such? I don't know a lot
 but that sounds probable if it's not being consistently drawn.
 

That would be my first guess too if the penguin disapeared completely. 
Since its bright is still drawn, this means that the Z tests are being 
done properly. It's the fragment color which aren't being calculated 
properly. There are several eventual causes that I can think of:

- missing/bad update in the alpha blending
- missing/bad update in the texture environments
- bad color/alpha in the vertex buffer setup (less likely)
- missing/bad update in the multitexturing (almost impossible since 
LIBGL_NO_MULTITEXTURE makes no effect)

 Rage Mobility P/M here on a Toshiba Satellite 1750CDT.
 
 David Bronaugh
 

Unfortunately the tuxracer source code isn't of much help, since the tux 
geometry is created by an embebed tcl interpreter from a script, so it's 
not obvious the what's the state when it's being drawn.

José Fonseca

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