[Dri-devel] Re: Update #2 (was R128PutImage eating too much CPU, round 2 :-])

2002-02-21 Thread Michel Dänzer
On Mit, 2002-02-20 at 17:40, Peter Surda wrote: > > So, I did a deep research and found out the following: > - it doesn't happen inside kernel, because "top" shows the load as "user", not > as "system" > - I am able to determine where it happens, but not why :-( > > in r128_video.c, there is

Re: [Dri-devel] trunk: texutil.c compilation error

2002-02-21 Thread Brian Paul
Dieter Nützel wrote: > > make[5]: Entering directory `/tmp/INSTALL/SOURCE/dri/xc/xc/lib/GL/mesa/src' > rm -f texutil.o > gcc -c -O -mcpu=k6 -fomit-frame-pointer -mpreferred-stack-boundary=2 > -malign-functions=4 -fschedule-insns2 -fexpensive-optimizations -ansi -Wall > -Wpointer-arith -Wstrict-p

Re: [Dri-devel] trunk: texutil.c compilation error

2002-02-21 Thread Alan Hourihane
Fixed. texutil_tmp.h needed fixing too. Alan. On Fri, Feb 22, 2002 at 12:13:25AM +0100, Dieter Nützel wrote: > make[5]: Entering directory `/tmp/INSTALL/SOURCE/dri/xc/xc/lib/GL/mesa/src' > rm -f texutil.o > gcc -c -O -mcpu=k6 -fomit-frame-pointer -mpreferred-stack-boundary=2 > -malign-function

Re: [Dri-devel] Mach64: some programs

2002-02-21 Thread José Fonseca
On 2002.02.21 22:08 Sergey V. Udaltsov wrote: > Hi all > > Tried to run the Mach64 dri-enabled driver and ... > > 1. Openuniverse and celestia - still no textures. I've heard some talks > about DMA, thought it is already working. Is not it? I know, without DMA > my 8M is not enough for 1280x1024

[Dri-devel] trunk: texutil.c compilation error

2002-02-21 Thread Dieter Nützel
make[5]: Entering directory `/tmp/INSTALL/SOURCE/dri/xc/xc/lib/GL/mesa/src' rm -f texutil.o gcc -c -O -mcpu=k6 -fomit-frame-pointer -mpreferred-stack-boundary=2 -malign-functions=4 -fschedule-insns2 -fexpensive-optimizations -ansi -Wall -Wpointer-arith -Wstrict-prototypes -Wmissing-prototypes

Re: [Dri-devel] Branches?

2002-02-21 Thread Keith Whitwell
Ian Romanick wrote: > > Which branch merges are complete? If the mesa-4-0-branch to trunk merge is > complete, is the branch dead? > I believe mesa-4-0 is now on the trunk, and is about to be merged into XFree86. Yes, that branch is now dead. Keith __

Re: [Dri-devel] Branches?

2002-02-21 Thread Alan Hourihane
On Thu, Feb 21, 2002 at 01:56:01PM -0800, Ian Romanick wrote: > Which branch merges are complete? If the mesa-4-0-branch to trunk merge is > complete, is the branch dead? Yep. Alan. ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourcefor

[Dri-devel] Mach64: some programs

2002-02-21 Thread Sergey V. Udaltsov
Hi all Tried to run the Mach64 dri-enabled driver and ... 1. Openuniverse and celestia - still no textures. I've heard some talks about DMA, thought it is already working. Is not it? I know, without DMA my 8M is not enough for 1280x1024... 2. Counter-strike/wine in OpenGL mode. I see only my pi

[Dri-devel] Branches?

2002-02-21 Thread Ian Romanick
Which branch merges are complete? If the mesa-4-0-branch to trunk merge is complete, is the branch dead? -- Tell that to the Marines! ___ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel

RE: [Dri-devel] Re: radeon7500 + irongate agp chipset: are theproblems being worked on?

2002-02-21 Thread Andrew Schwerin
I've used the modules from the 2.4.17 kernel, the ones from XF4.2 and the ones from dri.sourceforge.net that are available without going into the CVS tree. I currently use the sourceforge modules. I've never noticed gears locking up, but I've never run it for more than 30 seconds. I'll try that

Re: [Dri-devel] Unreal [was: Mach 64 success and problems]

2002-02-21 Thread Leif Delgass
On Wed, 20 Feb 2002, Michael Thaler wrote: > when I start UT I get the Intro. The Sound is o.k. but the Rendering > does not seem to delete old objects correctly. The same objected is > displayed at different positions of the screen without deleting the > old objects. The lights are just big whit

[Dri-devel] 2nd libGL(U?) problem

2002-02-21 Thread Robin Redeker
Hi, after the old problem has been solved a new occured. when linking my program to efence following backtrace is able to do: -- #0 scale_internal_ubyte (components=3, widthin=32, heightin=48, datain=0x4af51e00 "\026\021\f%\026", widthout=32, heightout=64, dataout=0x4a

[Dri-devel] [PATCH] Small cleanup for drm_fops.h:read()

2002-02-21 Thread Simon Fowler
This is just a small change to the generic read() method in drm_fops.h to use wait_event_interruptible() rather than the hand-hacked waiting code that was in there. This is the method recommended by the second edition of Linux Device Drivers . . . On a different note, is there any way that this

Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are theproblems being worked on?

2002-02-21 Thread Michael
On Thu, Feb 21, 2002 at 03:47:37PM +, Keith Whitwell wrote: > Can you try & find a smoking gun? Is it 4.2.0, new drm (which new drm?) or > the kernel? Or something else? glean was the only thing (after the materials copying hang and the count < j -3 loop fixes) that cause lockups here, stil

Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are theproblemsbeing worked on?

2002-02-21 Thread Mike A. Harris
On Thu, 21 Feb 2002, Jens Owen wrote: >Date: Thu, 21 Feb 2002 09:43:27 -0700 >From: Jens Owen <[EMAIL PROTECTED]> >To: Mike A. Harris <[EMAIL PROTECTED]> >Cc: [EMAIL PROTECTED] >Content-Type: text/plain; charset=us-ascii >Subject: Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are >t

Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are theproblemsbeing worked on?

2002-02-21 Thread Jens Owen
"Mike A. Harris" wrote: > >Have you tried going back to a kernel release from Nov/Dec (when we were > >testing XF4.2)? Knowing this could help in isolating the problem. > > Which kernel? I can test it. Perhaps the stock kernel with RH 7.2 would be an easy target for you. What we would be loo

Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are theproblems being worked on?

2002-02-21 Thread Mike A. Harris
On Thu, 21 Feb 2002, Keith Whitwell wrote: >> >Hehe. I feel mildly sheepish. My system wasn't locking hard. Only the >> >keyboard, mouse and video card were locking. I was able to connect over >> >the network to my machine in order to shut it down safely last time it >> >"locked up." It stil

Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are theproblems being worked on?

2002-02-21 Thread Mike A. Harris
On Thu, 21 Feb 2002, Jens Owen wrote: >Date: Thu, 21 Feb 2002 07:39:48 -0700 >From: Jens Owen <[EMAIL PROTECTED]> >To: Mike A. Harris <[EMAIL PROTECTED]> >Cc: [EMAIL PROTECTED] >Content-Type: text/plain; charset=us-ascii >Subject: Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are >th

Re: [Dri-devel] Unreal [was: Mach 64 success and problems]

2002-02-21 Thread Michael Thaler
On Thu, Feb 21, 2002 at 03:43:27PM +, Keith Whitwell wrote: > That's a bogus argument (though it may be true...) It's a sad state of > affairs that people are writing games with such crippled network/physics > subsystems that can't operate correctly unless the graphics adaptor has > certain

Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are theproblems being worked on?

2002-02-21 Thread Keith Whitwell
"Mike A. Harris" wrote: > > On 21 Feb 2002, Andrew Schwerin wrote: > > >Date: 21 Feb 2002 02:55:38 -0800 > >From: Andrew Schwerin <[EMAIL PROTECTED]> > >To: Mike A. Harris <[EMAIL PROTECTED]> > >Cc: [EMAIL PROTECTED] > >Content-Type: text/plain > >Subject: Re: [Dri-devel] Re: radeon7500 + ironga

Re: [Dri-devel] Unreal [was: Mach 64 success and problems]

2002-02-21 Thread Keith Whitwell
Gareth Hughes wrote: > > Keith Whitwell wrote: > >> > >>What is the point of sustaining such a frame rate that has no pratical > >>advantage? > >> > > > > You do "see" the partial frames, it seems. The eye seems to do a reasonable > > job of integrating it all, providing you with a low-latency v

Re: [Dri-devel] [PATCH] Wolfenstein on r128

2002-02-21 Thread Brian Paul
Andy Furniss wrote: > > On Tuesday 19 February 2002 12:33 am, you wrote: > > > Cool. I have Wolfenstien running on my system with Voodoo3 and it seems > > to work fine. I was afraid this was going to be a really ellusive bug. > > > > -Brian > > I also run Wolfenstein on a Voodoo3 2000 - It wo

Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are theproblems being worked on?

2002-02-21 Thread Jens Owen
"Mike A. Harris" wrote: > It is completely repeatable though. With gears? > I tried on 3 different > machines now, each with a Radeon 7500, a Radeon 64DDR and a > Radeon VE. In all cases using 4.2.0 plus kernel 2.4.17+new DRM. "New DRM" being the Radeon DRM from 2.4.17? or XFree86 4.2.0? or d

Re: [Dri-devel] Unreal

2002-02-21 Thread ralf willenbacher
"David S. Miller" wrote: > > In fact in many versions of quake3 the distance you can jump is > determined by what FPS you can achieve. 125FPS is the optimal > rate in those cases and it is what everyone uses. > now it gets OT but what the heck.. q3 jumping is explained here: http://ucguides.sa

[Dri-devel] OT: Re: Unreal gravity

2002-02-21 Thread José Fonseca
On 2002.02.21 12:57 Mike Mestnik wrote: > What dose square of t have to do with falling objects? Velocity does indeed varies linearly with time, so assuming a positive up-oriented vertical axis: v_i+1 = v_i + a * delta_t(1) where a = g = -9.8

Re: [Dri-devel] [PATCH] Wolfenstein on r128

2002-02-21 Thread Andy Furniss
On Tuesday 19 February 2002 12:33 am, you wrote: > Cool. I have Wolfenstien running on my system with Voodoo3 and it seems > to work fine. I was afraid this was going to be a really ellusive bug. > > -Brian I also run Wolfenstein on a Voodoo3 2000 - It works fine & at first appears to give go

Re: [Dri-devel] Unreal gravity

2002-02-21 Thread Mike Mestnik
What dose square of t have to do with falling objects? It's recursive addition (Multiplication), t * 9.8 = "speed at t". you might take the root of speed but only to find how long it has been falling (Incorrect thought because you would also have to account for initial velocity). if gravity accel

Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are theproblems being worked on?

2002-02-21 Thread Mike A. Harris
On 21 Feb 2002, Andrew Schwerin wrote: >Date: 21 Feb 2002 02:55:38 -0800 >From: Andrew Schwerin <[EMAIL PROTECTED]> >To: Mike A. Harris <[EMAIL PROTECTED]> >Cc: [EMAIL PROTECTED] >Content-Type: text/plain >Subject: Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are the >problems being

[Dri-devel] Re: Matrox G550?

2002-02-21 Thread Mike A. Harris
On Wed, 20 Feb 2002, Keith Whitwell wrote: >> Since the G550 is, basically, just a slightly enhanced G400/G450, it is >> supported by the DRI, right? If so, then does anyone have any information >> about the "partial T&L support" in the G550? Now that we've got some T&L >> support for the Radeo

Re: [Dri-devel] Re: radeon7500 + irongate agp chipset: are theproblems being worked on?

2002-02-21 Thread Andrew Schwerin
Hehe. I feel mildly sheepish. My system wasn't locking hard. Only the keyboard, mouse and video card were locking. I was able to connect over the network to my machine in order to shut it down safely last time it "locked up." It still hoses the Radeon VE card and the keyboard, but that's bett

Re: [Dri-devel] Unreal

2002-02-21 Thread Gareth Hughes
Bill Currie wrote: > > I can only speak about the quake 1/quakeworld source (I haven't studied the > quake2 code enough yet), but it's actually nothing that complex. In fact, > it's the opposit. quake doesn't do the integeration properly at all. It just > adds the gravity acceleration to the velo

Re: [Dri-devel] Matrox G550?

2002-02-21 Thread Darryl Cording
Gday, Ian Romanick wrote: >Since the G550 is, basically, just a slightly enhanced G400/G450, it is >supported by the DRI, right? If so, then does anyone have any information >about the "partial T&L support" in the G550? Now that we've got some T&L >support for the Radeon, it might be nice to l

Re: [Dri-devel] Unreal

2002-02-21 Thread Bill Currie
On Thu, Feb 21, 2002 at 04:53:04AM +, Keith Whitwell wrote: > That sounds like a bug in the quake physics model - some silly feedback > between the integration time step and the display subsystem... I'm > suprised... I can only speak about the quake 1/quakeworld source (I haven't studied the

[Dri-devel] Re: radeon7500 + irongate agp chipset: are the problems being workedon?

2002-02-21 Thread Mike A. Harris
On Sun, 17 Feb 2002, Andrew Schwerin wrote: >I'm running with a Radeon VE and having a similar problem. All apps that >use DRI eventually (within 10 minutes, often less than 1 minute) lock up >the system. I've got an A7A266. Contrary to the experience of the users, >I've had more trouble wh