Re: IGP 320M HyperZ

2004-12-07 Thread Jacek Popawski
Are there any plans to apply patch into Mesa/drm CVS?

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Re: Reverse engineering ati driver

2004-12-02 Thread Jacek Popawski
On Thu, Dec 02, 2004 at 08:49:56AM -0500, Alex Deucher wrote:
  Radeon 9000 PCI 
  Radeon 9200se AGP 
 
 these two chips are already fully supported by xorg and the DRI.

Fully? Was HyperZ only missing feature?
And is HyperZ fully working now?

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r200 (and rv100?) - no direct rendering with latest CVS

2004-11-06 Thread Jacek Popawski
2 days ago, after CVS update, I realized I can't get accelerated rendering.

(II) RADEON(0): Direct rendering enabled

but:

OpenGL renderer string: Mesa GLX Indirect

I have correct radeon.ko loaded, everything setup correctly (when I recompile
older Mesa and copy r200_dri.so I have direct rendering again).

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Re: r200 (and rv100?) - no direct rendering with latest CVS

2004-11-06 Thread Jacek Popawski
On Sat, Nov 06, 2004 at 06:36:08PM -0500, Michel Dnzer wrote:
 LIBGL_DEBUG=verbose glxinfo
 
 give any hints?

Yes:

libGL: XF86DRIGetClientDriverName: 4.0.1 r200 (screen 0)
libGL: OpenDriver: trying /usr/X11R6/lib/modules/dri/r200_dri.so
libGL error: dlopen /usr/X11R6/lib/modules/dri/r200_dri.so failed
(/usr/X11R6/lib/modules/dri/r200_dri.so: undefined symbol:
_generic_read_RGBA_span_RGB565_MMX)
libGL error: unable to find driver: r200_dri.so

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Re: HyperZ on RV100

2004-11-02 Thread Jacek Popawski
On Tue, Nov 02, 2004 at 07:16:56AM +, Keith Whitwell wrote:
 How stable is this code now  how much testing has it had?  How close do 
 you think it is to be ready for CVS?

With unmodified hyperz patches my system (Linux-2.6.9, Athlon, Radeon 9100)
crash/reboot when I run glxgears.

I tried to comment out some code (please check my radeon_state.c version).
- I commented out some part of first ring section to stop crash/reboot
- two another ring sections are needed, without them there are irregular
  zbuffer distortions

Speed in quake/trackballs/tunnel(Mesa) is same as before. Only in glxgears
speed increased from 1700 to 2200. But in each OpenGL application except tunnel
and Blender - rendering is broken (horizontal black bars over picture).

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Re: DRI build broken

2004-10-31 Thread Jacek Popawski
On Sat, Oct 30, 2004 at 04:16:09AM +0200, Stephane Marchesin wrote:
 ../../../../../src/mesa/tnl_dd/t_dd_vbtmp.h: In function `emit_wg':
 ../../../../../src/mesa/tnl_dd/t_dd_vbtmp.h:387: error: `col_size' 
 undeclared (first use in this function)

It compiles for me after applying attached patch. I have no idea is this
correct solution :)

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diff -Naur Mesa/src/mesa/tnl_dd/t_dd_vbtmp.h Mesa-fixed/src/mesa/tnl_dd/t_dd_vbtmp.h
--- Mesa/src/mesa/tnl_dd/t_dd_vbtmp.h   2004-10-31 12:58:57.0 +0100
+++ Mesa-fixed/src/mesa/tnl_dd/t_dd_vbtmp.h 2004-10-31 13:28:36.350827680 +0100
@@ -344,7 +344,7 @@
LOCALVARS
   struct vertex_buffer *VB = TNL_CONTEXT(ctx)-vb;
GLfloat (*col)[4];
-   GLuint col_stride;
+   GLuint col_stride,col_size;
GLfloat (*coord)[4] = VB-NdcPtr-data;
GLuint coord_stride = VB-NdcPtr-stride;
GLfloat *v = (GLfloat *)dest;
@@ -384,6 +384,7 @@
 UNCLAMPED_FLOAT_TO_UBYTE(c-red, col[0][0]);
 UNCLAMPED_FLOAT_TO_UBYTE(c-green, col[0][1]);
 UNCLAMPED_FLOAT_TO_UBYTE(c-blue, col[0][2]);
+col_size = VB-ColorPtr[0]-size;
 if (col_size == 4) {
UNCLAMPED_FLOAT_TO_UBYTE(c-alpha, col[0][3]);
 } else {


new Cedega (WineX) and vertex programs

2004-10-20 Thread Jacek Popawski
A major rework of the 3D graphics systems has been undertaken.  This allows
more vertex data to be contained in AGP and video memory.  Additionally, for
video cards which support hardware vertex programs with sufficient
capabilities, the fixed function pipeline will now be translated into a
programmable one by Cedega. When activated this allows even more vertex data to
be placed in the faster memory. The result of this is that the previous default
value of 16MB for AGP memory may now be insufficient. Users are recommended to
increase this to 64MB or higher depending on their system settings.
(...)
Pixel shader improvements, including correctness fixes, support for some
bumpmap texture formats and some optimizations.
(...)
Added support for d3d7 clip planes.

I am aware of fact, that pixels shaders can't be implemented in hw now, but
maybe new WineX may be good test for vertex programs in Mesa?

PS. I was not able to download CVS version yet, I wonder is Wine CVS working
for anyone at all

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doom3 linux client and demo has been released

2004-10-05 Thread Jacek Popawski
Sorry if it is not best place to write about it, but I believe Doom3 is very
important application, and many developers will be interested in testing it
with DRI driver (linux client author wrote, that he hasn't tested it with DRI
at all, and that it doesn't work with fglrx!). I wasn't able to test it yet, I
just noticed it, and I am at work.

http://zerowing.idsoftware.com/linux/doom/
(downloads and some docs)

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Re: [Dri-devel] Which DRI driver/card is usable for modern games?

2004-05-06 Thread Jacek Popawski
On Thu, May 06, 2004 at 09:04:28AM +0200, Svante Signell wrote:
 Also, is the S3TC issue resolved for the cards I mentioned before

Browse dri-devel archive, there was patch for software S3TC support.

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Re: [Dri-devel] R100 tcl and ut2003_demo, (since using MULT instead of PREMULT...)

2004-02-14 Thread Jacek Popawski
Oops! I mean of course ut2004demo, not 2003.

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Re: [Dri-devel] R100 tcl and ut2003_demo, (since using MULT instead of PREMULT...)

2004-02-13 Thread Jacek Popawski
On Fri, Feb 13, 2004 at 11:52:05PM +0100, Andreas Stenglein wrote:
 Just tried ut2003 on R100 with current DRI+MESA cvs HEAD.

I just tried it on my Radeon 9100 and Athlon XP 1800+.

OpenGL renderer string: Mesa DRI R200 20030328 AGP 4x x86/MMX+/3DNow!+/SSE TCL
OpenGL version string: 1.3 Mesa 6.1

Performance is terrible, much worse than in Enemy Territory (just tried too).
And I set everything to low. This is strange, because graphics is not really
advanced (IMHO ET looks better).

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Re: [Dri-devel] Radeon vtxfmt code path is not working

2003-12-30 Thread Jacek Popawski
On Tue, Dec 30, 2003 at 09:38:21PM +0100, Felix Khling wrote:
 And I found out that apperently the entire vtxfmt code path is not working. 

Was it working before newmesa?

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Re: [Dri-devel] s3tc for r200, radeon, mesa

2003-12-17 Thread Jacek Popawski
On Thu, Dec 18, 2003 at 02:43:09AM +0100, Roland Scheidegger wrote:
 
 and I don't know if any open-source  
  
 compressors exist which could easily be included in mesa 
  
   
 
I don't know what is it, but I saw it on freshmeat:
 
http://www.hut.fi/~vhelin/boxen.html   

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Re: [Dri-devel] r200 optimization

2003-11-22 Thread Jacek Popawski
On Sat, Nov 22, 2003 at 04:55:37PM +1000, Chris Ison wrote:
 celeron 500 pc)and glxgears only gives me 250fps on average, and openGL

IMHO glxgears should not be used as real benchmark. Try at least something with
textures and any effects like fog.

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Re: [Dri-devel] Radeon 9200 and XFree 4.2.1

2003-08-26 Thread Jacek Popawski
On Mon, Aug 25, 2003 at 11:36:03AM +, Michael Knigge wrote:
 I have some trouble with my new ATI 9200 - I can't get it working with 
 my Xfree86 4.2.1. I've compiled this Xfree by myself for Debian woody.

Do you feel any discomfort when using XFree86 never than 4.2.1?

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[Dri-devel] RTCW ET quick benchmark

2003-06-30 Thread Jacek Popawski
I have Radeon 9100, Athlon XP 1800+, 256MB RAM and Linux-2.4.21.

I was benchmarking RTCW ET with DRI.
I tried to change value 216 to something bigger in
xc/xc/extras/Mesa/src/tnl/t_context.h:

#define IMM_MAX_COPIED_VERTS  3
#define IMM_MAXDATA  (216 + IMM_MAX_COPIED_VERTS)
#define IMM_SIZE (IMM_MAXDATA + MAX_CLIPPED_VERTICES)

I set 400, then 600. Recompiled whole source tree, tested both TCL and NO-TCL.
No change in fps ratio, no matter if there is 216, 400 or 600.

However, I noticed something else.

I started with TCL enabled, I set 1024x768 with high detailed geometry. Fps
ratio was 17-23, but then I found place on map where fps ratio drop to 4. I
exit game, disabled TCL. In same place without TCL fps ratio is equal to 18. I
used that place for bechmarking different IMM_MAXDATA values, so there was no
mistake - without TCL game is much faster.

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[Dri-devel] disabling debugging from binaries?

2003-06-29 Thread Jacek Popawski
There are many places in code like:

if (R200_DEBUG  DEBUG_PRIMS)

but I don't see how to disable debugging at all from binaries. Should not these
ifs be in:

#ifdef DEBUG

#endif 

?

It's always few CPU cycles less...

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Re: [Dri-devel] disabling debugging from binaries?

2003-06-29 Thread Jacek Popawski
On Sun, Jun 29, 2003 at 03:43:43PM -0600, Nicholas Leippe wrote:
 Just:
 
 #define R200_DEBUG 0
 #define DEBUG_PRIMS 0
 
 The compiler should optimize out the dead code.

Right, and I was wrong, there is way to disable it.
In r200_context.h:

#define DO_DEBUG1

#if DO_DEBUG
extern int R200_DEBUG;
#else
#define R200_DEBUG  0
#endif 


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[Dri-devel] typo in error message

2003-06-27 Thread Jacek Popawski
I am browsing Mesa and r200 source, and I found small typo :-)

xc/lib/GL/mesa/src/drv/r200/r200_tex.c:125

_mesa_problem(NULL, bad S wrap mode in %s, __FUNCTION__);

I think it should be:

_mesa_problem(NULL, bad T wrap mode in %s, __FUNCTION__);

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Re: [Dri-devel] Torque Engine causes machine lockup on radeon mobility M7

2003-06-20 Thread Jacek Popawski
On Fri, Jun 20, 2003 at 04:00:27PM +1000, Zik Saleeba wrote:
 Running the Torque Engine example application
 (http://www.garagegames.com/) runs for a few frames and then locks the
 system up. 

On r200 it works without crashes, but there are visible display errors. On
Matrox it locks too.

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[Dri-devel] basic question about glx

2003-06-13 Thread Jacek Popawski
I am trying to understand DRI source, now from start, i.e. from OpenGL calls.

I was analizing file: lib/GL/glx/g_render.c, if I understand correctly there is
stream build there, but where it's readed?

For example in glColor3f there is identifier: X_GLrop_Color3fv. I grep whole
DRI source and can't find where it's used. So how stream decoder knows which
opcode is it?

I was browsing documentation on dri.sf.net, but I am unable to find answer for
my question: 
which functions in hardware driver (like lib/GL/mesa/src/drv/r200) are called
for given GL call?.

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[Dri-devel] performance of glCopyTexImage2D in DRI

2003-06-11 Thread Jacek Popawski
I was testing following code on DRI r200:

http://www.gametutorials.com/download/Ports/OpenGL/RenderToTexture_SDL.zip

It renders one cube to 2D Texture, then renders one quad with that texture.

I wrote simple fps counter, and noticed, that results on Radeon 9100 with DRI
are much worse than on GeForce2.
It was about 10 frames per second on Radeon and 150 frames per second on
GeForce2. In same color depth.

What is reason for it? Is glCopyTexImage2D implemented temporary, without
optimizations?

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[Dri-devel] r200 bug

2003-03-17 Thread Jacek Popawski
I don't know if this is helpful, but at least I can report it:

blender: r200_vtxfmt.c:1083: r200VtxfmtUnbindContext: Assertion `vb.context ==
ctx' failed.

PS. XFree86-4.3.0rc2, Radeon 9000, Linux

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Re: [Dri-devel] About textures flickering

2003-03-01 Thread Jacek Popawski
On Sat, Mar 01, 2003 at 12:55:30PM +0100, sqwareq wrote:
 I have Radeon 7500 based card and in some of GL apps I see the textures
 flickering. I see the triangles flashing also. I saw other messages 
 discribing this bug and I wonder when it will be fixed.

As I wrote before - on Radeon VE there was flickering in RTCW and FAKK2 with
XFree86rc1, it disappeared with rc2. Haven't checked final 4.3.0 yet.

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Re: [Dri-devel] MindRover+Radeon+DRI=crash

2003-02-14 Thread Jacek Popawski
On Fri, Feb 14, 2003 at 11:43:17AM +0100, Martin Spott wrote:
 I'm glad to see that FlightGear is not the only reliable test case for the
 Radeon X server lockup 'feature'  ;-))

It's probably different problem, because it happen on both R100 and R200. With
old DRI drivers and driver from XFree86-4.3.0rc1.

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[Dri-devel] MindRover+Radeon+DRI=crash

2003-02-13 Thread Jacek Popawski
I wrote that MindRover crashes X with Radeon VE and DRI. Last days I asked few
people on irc to test MindRover-demo with their Radeons (TCL and no-TCL, DRI
from current CVS and older). All of them got X locked. MindRover works well on
Voodoo3 (DRI), Matrox (DRI), Radeon (ATI closed source drivers), nVidia (closed
source drivers) and Mesa indirect rendering.

demo is available here:

http://demos.linuxgamepublishing.com/mindrover/mindrover_demo.run

Crash/lock happen after clicking go.

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[Dri-devel] Radeon VE (no-TCL) issues

2003-02-10 Thread Jacek Popawski
I installed XFree86-4.3.0rc1 on Linux system with Radeon VE (without TCL
support).

In RTCW and FAKK2 there is texture flickering visible. Most textures are
displayed correctly, but few flickers. It's look like in one frame texture is
darker and in another bright (lighting off?). This problem not exist on
Radeon DRI driver from 20021022.

No problems with Heretic2 or my own programs (I use texture+lighting). 

Other problem happen on every version of Radeon driver. In MindRover game menus
works OK (they are in 3D mode, because there is small 3D screen), but after I
push go - first frame of game is displayed, then whole system crashes. Magic
SysRQ works, but it's not possible to switch to console or kill X.

MindRover works perfect on tdfx driver, and on Radeon with indirect rendering.

I will probably buy Radeon 9000 this or next week, so I will know are these
problems no-TCL related.

Is there application which tests different OpenGL features so I could know what
works well on indirect and bad on direct rendering (I know only Mesa demos)?

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Re: [Dri-devel] problem with DRM/Radeon 7000

2003-02-10 Thread Jacek Popawski
On Mon, Feb 10, 2003 at 06:31:37PM +, John P. Looney wrote:
  Hi, I was using the old Radeon drivers that shipped with a dist-upgraded
 Woody, though they were mostly fine in Quake3, in Wolfenstien, there were
 severe problems with corrupted textures.

Could you try driver 20021022 (from dri.sf.net downloads)? As I wrote in other
post - flickering textures are only visible in latest version of driver.

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Re: [Dri-devel] Is Voodoo1 supported under DRI?

2003-01-08 Thread Jacek Popawski
On Wed, Jan 08, 2003 at 11:09:43AM +0100, Raffaele Candeliere wrote:
 Does anybody know if is Voodoo1 supported under DRI?

It works with Mesa + Glide, not with DRI. Please install Glide for Voodoo
Graphics then compile Mesa with V1 support.

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Re: [Dri-devel] Slow gears and compile time

2002-11-24 Thread Jacek Popawski
On Sun, Nov 24, 2002 at 01:48:17PM +0100, Morten Hustveit wrote:
 Voodoo cards default to synchronize display update to the refresh rate 

AFAIK not with current drivers

6070 frames in 5.0 seconds = 1214.000 FPS

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Re: [Dri-devel] radeon.o DRM modules breaks my CD player (!)

2002-11-24 Thread Jacek Popawski
On Mon, Nov 25, 2002 at 12:09:23AM +0100, Felix Khling wrote:
 I'm having problems burning CDs at speeds higher than 16x too. 

Have you tried to disable DMA for CD-Writer?

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Re: [Dri-devel] Caught signal 11, with bleeding-edge, radeon 8500 LE

2002-11-17 Thread Jacek Popawski
On Sun, Nov 17, 2002 at 12:27:12PM +0100, Ingo Molnar wrote:
  7c1cb25d8b5a42c9e1e6b30530b9d469  /usr/X11R6/bin/XFree86

This binary is very unstable on my system (Voodoo3), too. Looks like this is
early beta, or it needs more files from XFree86-3.2.99 (not just XFree86
binary).

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[Dri-devel] DRI bleeding edge and video memory

2002-11-14 Thread Jacek Popawski
I've installed 4.2.99 extras and tdfx driver from directory bleeding edge:

(WW) TDFX(0): Failed to set up write-combining range (0xe800,0x200)
(II) TDFX(0): vgaHWGetIOBase: hwp-IOBase is 0x03d0, hwp-PIOOffset is 0xbd00
(II) TDFX(0): Changing back offset from 0x00573000 to 0x00572000
(II) TDFX(0): Not enough video memory available for textures and depth buffer
and/or back buffer.  Disabling DRI.  To use DRI try lower
resolution modes and/or a smaller virtual screen size

My Vooodo3 has 16MB of video memory. I've decreased resoulution to 640x480, but
it didn't help. Everything works well on 4.2.0 and binary driver from 20021022.

Full log attached.



XFree86.0.log.gz
Description: application/gunzip


Re: [Dri-devel] DRI bleeding edge and video memory

2002-11-14 Thread Jacek Popawski
On Thu, Nov 14, 2002 at 10:24:33AM +0100, Stefan Lange wrote:
 Could you try if that helps?

Yes, I've added Virtual to XF86Config and DRI works again. Thanks a lot!


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Re: [Dri-devel] tdfx driver for voodoo 5 5500 and SLI

2002-11-02 Thread Jacek Popawski
On Fri, Nov 01, 2002 at 04:18:31PM +, Felipe Bugno wrote:
 I'm a user of voodoo 5 5500 board and i love this board.

Could you check bug I've described few days ago (Blender related) with
development driver (from WWW)?

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[Dri-devel] tdfx driver and Blender

2002-10-29 Thread Jacek Popawski
Now, when Blender is GPLed I want to show this tdfx driver bug:

1) download Blender (binary, source, anything) from www.blender.org
2) run it
3) press F12 (rendering)

Everything becomes rainbow-coloured. Interface is no longer gray, mad colors
are everywhere. Main window grid, fonts, everything is rainbow...

Problem appear only on current (CVS) driver. When I install tdfx_dri.so from
XFree86-4.2.0 - everything works well.

When rendering is started - new window in Blender opens. I think something can
be wrong with OpenGL states. However I tried to run 2 different OpenGL
applications at one time (glxgears and game) and nothing was bad. Problem
happens when application like Blender [1] opens new window.

[1] but it isn't Blender specific, I remember I've seen something like that
with gtkglarea applications

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Re: [Dri-devel] Multitexturing slowness

2002-09-27 Thread Jacek Popawski

On Thu, Sep 26, 2002 at 03:00:02AM +0200, Michel Dnzer wrote:
 I've been wondering for some time why at least the Quake 2 engine is
 very slow with multitexturing enabled, i.e. with

I am using mutlitexturing in my own application, tested on my Voodoo3 but also
on Radeon VE, Riva Vanta, or GF. No big slowdowns has beed noticed.

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Re: [Dri-devel] tdfx-2-1-branch's S3TC support

2002-09-21 Thread Jacek Popawski

On Sat, Sep 21, 2002 at 06:06:10PM -0400, Scott Barnes wrote:
 Is anyone planning to work the tdfx-2-1-branch's S3TC support into the trunk
 tdfx driver?  

Where exactly is S3TC support in Glide source?

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Re: [Dri-devel] debugging question

2002-09-20 Thread Jacek Popawski

On Fri, Sep 20, 2002 at 06:12:17PM -0600, Brian Paul wrote:
 Just continue when you hit the _mesa_test_os_sse_exception_support()
 function.  It's a normal part of start-up.  We found that the only
 reliable way to detect SSE support (both CPU-wias and OS-wise) is
 to try an SSE instruction and see if an exception is raised.

In which reason this exception will be ommited? I mean - I remember I debugged
OpenGL program without this exception. How it was possible? Older version of
driver?

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Re: [Dri-devel] tcl branch merge

2002-06-11 Thread Jacek Popawski

On Tue, Jun 11, 2002 at 12:08:38PM +0200, Michel Dnzer wrote:
 Will the issues with non-TCL hardware be taken care of after the merge?

Is it possible that there will be any trouble with Radeon VE card (without TL
support) after merge?

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Re: [Dri-devel] tcl branch merge

2002-06-11 Thread Jacek Popawski

On Tue, Jun 11, 2002 at 06:44:27PM +0100, Keith Whitwell wrote:
 Yes, it seems like there's a problem that has to be resolved before the 
 merge. Have you tried the tcl branch with your card?

I don't have Radeon VE, but I know someone who has it (using radeon binaries
from dri.sf.net downloads), so I could try it soon if it's needed.

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Re: [Dri-devel] texture compression and a thing to add to the driver support list.

2002-06-09 Thread Jacek Popawski

On Sun, Jun 09, 2002 at 12:11:58AM -0700, Mike Mestnik wrote:
 Are there any cards or drivers that actually upload textures every frame?

I don't know any technical details, but AFAIK some emulators (snes9x? xmame?)
draw virtual screen on texture. And animation is smooth.

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Re: [Dri-devel] texture compression

2002-06-08 Thread Jacek Popawski

On Fri, Jun 07, 2002 at 09:42:22AM -0400, Al Tobey wrote:
 I don't forsee a big problem performance wise if the textures are mangled
 during the loading stage, but I'm still learning ...

Please keep in mind that some applications update texture every frame.

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Re: [Dri-devel] Cards Specs

2002-05-25 Thread Jacek Popawski

On Fri, May 24, 2002 at 11:44:05PM -0400, Al Tobey wrote:
 Want ATI to give you 8500 docs?  Sure, go fix the 3dfx driver, and you'll
 have a much better chance of getting them.

I have three choices now:

1) stay with Voodoo3
2) buy Radeon 7500
3) buy Radeon 8500

If Radeon driver will be much better than Voodoo3 (and Radeon framebuffer in
Linux kernel will be fixed) I will probably go for 2) or 3). But there is still
no reason to buy 8500 (no 3D drivers), so I will buy 7500.

If 3dfx driver will be fixed - I could stay longer with Voodoo3, then buy
Radeon 8500 when drivers appear. 

So: If ATI want to sell more 8500 - it should help fix 3dfx driver.

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Re: [Dri-devel] Cards Specs

2002-05-24 Thread Jacek Popawski

On Fri, May 24, 2002 at 02:49:09PM -0400, Al Tobey wrote:
   Are there any cards on the market, which don't already have DRI
 drivers, that have publicly available specs?  I'll do some searching - a
 card or two in this category would make a great training ground for some
 new developers.

What about rewritting tdfx driver? IMHO it's buggy.

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Re: [Dri-devel] slow tdfx OpenGL since Mesa-4.0.1

2002-04-14 Thread Jacek Popawski

On Fri, Apr 12, 2002 at 10:14:17AM +0100, Andy Furniss wrote:
 I have a 3 2000 on a PII350 and my quake3demo timedemos are the best yet.

Strange.

 glxinfo shows -
 
 OpenGL renderer string: Mesa DRI 20020221 Voodoo3 x86/MMX
 OpenGL version string: 1.2 Mesa 4.0.2

OpenGL renderer string: Mesa DRI 20020221 Voodoo3 x86/MMX/3DNow!
OpenGL version string: 1.2 Mesa 4.0.2

My compiler is gcc-2.95.3, maybe that's the problem?

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[Dri-devel] slow tdfx OpenGL since Mesa-4.0.1

2002-03-20 Thread Jacek Popawski

After I compiled XFree86 CVS with Mesa-4.0.1 - OpenGL slowed down. I tested it
in RTCW, Quake, and my own programs. Of course acceleration is on, but fps
dropped down. So I compiled DRI from CVS, but nothing changes - OpenGL is still
slower.
Is it normal, or did I break something?

I have Voodoo3 2000, K6-2 500, Linux-2.4.19-pre1-ac1 and glibc-2.1.3. 

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[jp@ulgo.koti.com.pl: Re: [Dri-devel] Tdfx (fwd)]

2001-06-20 Thread Jacek Popawski

On Wed, Jun 20, 2001 at 12:26:41AM -0600, Derrik Pates wrote:
 I've had XMMS's GL spectrum analyzer plugin (a) kill XMMS when trying to
 stop the plugin, and (b) hang the X server (mouse pointer moves still,
 everything else is gone). Needless to say, this doesn't make me too happy.

it's not something terrible, it doesn't break your fun if you know what to do,
my problem is that in some programs OpenGL views is broken, you can see it in
Blender (after minutes of work) then compare it with software renderer, it's
getting worse if you develop your own app and you must switch to software
rendered, becouse on tdfx OpenGL objects are not drawed properly (on TNT,
software renderer or Win32 - they are)

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[Dri-devel] Voodoo3 and OpenGL

2001-05-27 Thread Jacek Popawski

Hello. 
I am happy owner of Voodoo3 AGP 2000 and AMD K6-2. 
I have Linux-2.4.5, glibc-2.1.3 and latest XFree86 CVS installed.
I am developing simple 3D editor - it just a toy. I use OpenGL, SDL and
Paragui. I have big problem - when I move scrollbar - 3D scene is not rendered,
it just disappear or "blinking". I thought it's my app fault, then I saw the
same thing in Paragui testgl.cpp, so I thought it's related to SDL or
Paragui...  
But everything is OK when I run this app on system with TNT2 or in Win32. It's
even OK on my system, when I switch to software mode - so I think it's problem
with tdfx driver.
Doom, Quake, other shooters, SDLgears - works perfect. Looks like there are
problems when application has OpenGL view and widgets (buttons, scrollbars,
etc...) - I had always problem with Blender, but in software mode it works
great.  
I always compile XFree86 with -march=k6 ( sometimes even with
-fomit-frame-pointer ), so now I just recompiled it without any special
optimize options - same result.  I am thinking about test older versions of
tdfx driver, but this will eat time... Can you help me in any way?
Anybody uses tdfx and Blender, or has SDL installed? I can send you application
where this bug is visible (well.. it's in default testgl.cpp in Paragui...).
The main problem is that not everything is drawed, when I turn off glClear()
then move scrollbar - not every frame is visible (there are black holes on
screen).

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