bug in nvwiki MoinMoin wiki or system setup...

2006-10-26 Thread Rudi Cilibrasi
Here is the error page... OSError [Errno 13] Permission denied: '/usr/share/moin/underlay/pages/HelpOnUserHandling/cache' If you want to report a bug, please save this page and attach it to your bug report. * Show debugging information * Report bug * Visit MoinMoin wiki Traceback

problem with Mach64 on FC5

2006-10-26 Thread Luca
Hi, I have alwayls post this problem on dri-users. I have Mach64 chipset and FC5; I compile the libdrm and module for 2.6.17-2187 kernel. I compiled only libdrm and drm module, not Mesa. Compilation finish succesfully, but when I restart xorg, I have this error on the kernel output:

[Bug 7790] Polygons incorrectly clipped by mach64 driver (ATI Rage Pro LT card)

2006-10-26 Thread bugzilla-daemon
Please do not reply to this email: if you want to comment on the bug, go to the URL shown below and enter yourcomments there. https://bugs.freedesktop.org/show_bug.cgi?id=7790 [EMAIL PROTECTED] changed: What|Removed |Added

[r200] bug in Mesa CVS glut code (GCC-4.1) '-fno-strict-aliasing' needed?

2006-10-26 Thread Dieter Nützel
SuSE 10.1 GCC-4.1 latest Mesa CVS lates git DRM Worked all some days ago. progs/demos ./tunnel Tunnel V1.5 Written by David Bucciarelli ([EMAIL PROTECTED]) Speicherschutzverletzung (core dumped) Reading symbols from /usr/X11R6/lib/modules/dri/r200_dri.so... done. Loaded symbols for

[Bug 7273] X lockups when X is using AGP.

2006-10-26 Thread bugme-daemon
http://bugzilla.kernel.org/show_bug.cgi?id=7273 --- Additional Comments From [EMAIL PROTECTED] 2006-10-26 07:04 --- The debian 2.6.18 kernel gave me a nice message yesterday stating that the AGP aperture was too small. So, I went into the BIOS and made the aperture 64MB. X now works

[Bug 6111] ATI Radeon 9200 freezes using dri

2006-10-26 Thread bugzilla-daemon
Please do not reply to this email: if you want to comment on the bug, go to the URL shown below and enter yourcomments there. https://bugs.freedesktop.org/show_bug.cgi?id=6111 --- Additional Comments From [EMAIL PROTECTED] 2006-10-26 07:19 --- The

Re: problem with Mach64 on FC5

2006-10-26 Thread George Fufutos
On 10/22/06, Luca [EMAIL PROTECTED] wrote: Hi, I have Mach64 chipset and FC5; I compile the libdrm and module for 2.6.17-2187 kernel. I compiled only libdrm and drm module, not Mesa. Compilation finish succesfully, but when I restart xorg, I have this error on the kernel output:

[Bug 4696] segfault in server-side glXMakeCurrent path with indirect rendering

2006-10-26 Thread bugzilla-daemon
Please do not reply to this email: if you want to comment on the bug, go to the URL shown below and enter yourcomments there. https://bugs.freedesktop.org/show_bug.cgi?id=4696 [EMAIL PROTECTED] changed: What|Removed |Added

[Bug 4696] segfault in server-side glXMakeCurrent path with indirect rendering

2006-10-26 Thread bugzilla-daemon
Please do not reply to this email: if you want to comment on the bug, go to the URL shown below and enter yourcomments there. https://bugs.freedesktop.org/show_bug.cgi?id=4696 --- Additional Comments From [EMAIL PROTECTED] 2006-10-26 10:50 ---

[Bug 4696] segfault in server-side glXMakeCurrent path with indirect rendering

2006-10-26 Thread bugzilla-daemon
Please do not reply to this email: if you want to comment on the bug, go to the URL shown below and enter yourcomments there. https://bugs.freedesktop.org/show_bug.cgi?id=4696 --- Additional Comments From [EMAIL PROTECTED] 2006-10-26 10:51 ---

Re: ATI Radeon XPRESS 200M

2006-10-26 Thread Phillip Ezolt
Alex, I was able to get the latest and greatest of everything compiled and limping. X starts up, and then proceeds to consume 100% of the CPU. I have a good debugging environment, so I'll be able to walk through it with gdb to figure out exactly what's causing the problem. Once it gets in this

Re: [Dri-users] R300 Spring RTS performance

2006-10-26 Thread Paul Heldens
Paul Heldens wrote: Hi, I've been playing the beautifull (semi)OSS RTS game Spring for a while now on R300, and I wondered if there is something bogging down the performance. Maybe a developer who likes this game could look at the used GL functions/extensions, and whether they are