Keith Whitwell wrote:
Ben Atkin wrote:
I just bought a Radeon 9000, for the main intention of using it on
Linux. Unfortunately, I didn't take the specific chipset into account,
and it appears the card doesn't have the greatest compatibility with
linux. I installed XFree 4.3.0 and got DRI
On Tue, 2003-03-18 at 09:57, Keith Whitwell wrote:
button: 0
blender: r200_vtxfmt.c:1083: r200VtxfmtUnbindContext: Assertion
`vb.context == ctx' failed.
Aborted
It's a DRI problem. I'm told that my recent changes in CVS fix it
... Actually, can anyone confirm this. I didn't
On Mon, 2003-03-17 at 21:41, Martin Spott wrote:
Michel D?nzer [EMAIL PROTECTED] wrote:
BTW, are you actually using 4x transfer rate? If so, have you tried
lowering it?
I't like to note that the lockups I saw with FlightGear and Solace were
completely independent from the AGP transfer
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Hello!
I have been debugging a problem I am seeing with SDL when used with glew (glew
is OpenGL extension handler library, http://glew.sf.net).
When you use Mesa-based OpenGL drivers, and your app is using SDL for
OpenGL, and you link your program with glew, _SDL_ starts to segfault in
is there a way to do that ?
just open a screen (monitor) and then write to it.
i try to write a little library which opens the screen so you can draw
some polygons to it.
will DRI help me to do it ?
thanks
tom
---
This SF.net email is
Hello!
If you have not yet noticed, ARB_vertex_buffer_object extension has been released!
http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_buffer_object.txt
ARB_pixel_buffer_object should follow soon too..
You can also find the slides about this extension shown in the Game
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While I'm waiting to merge the texmem-0-0-1 branch into the trunk, I've
been looking into the problems with Unreal Tournament 2003 on the R200
driver.
Here's how I've set up my debug environment, in case anyone wants to
reproduce what I've done. Attached is a script, do_ut2k3 that I use to
I forgot to include the log. Sorry.
While I'm waiting to merge the texmem-0-0-1 branch into the trunk, I've
been looking into the problems with Unreal Tournament 2003 on the R200
driver.
Here's how I've set up my debug environment, in case anyone wants to
reproduce what I've done. Attached
On Tue, Mar 18, 2003 at 05:46:55PM +0100, otherside wrote:
is there a way to do that ?
just open a screen (monitor) and then write to it.
i try to write a little library which opens the screen so you can draw
some polygons to it.
will DRI help me to do it ?
Without a framebuffer, you are
Pasi Kärkkäinen wrote:
Hello!
I have been debugging a problem I am seeing with SDL when used with glew (glew
is OpenGL extension handler library, http://glew.sf.net).
When you use Mesa-based OpenGL drivers, and your app is using SDL for
OpenGL, and you link your program with glew, _SDL_ starts to
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DANIELLE
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