I found that calls to TexParameter were not setting the texture wrapping and texture filter in some cases (where the driver private texture object struct had not already been allocated). This is now fixed and solves the following bugs:
- artifacts with plasma gun in q3 - blocky wall textures in q3 - texture clamping problem in armagetron. - probably other things I hadn't noticed yet ;) This should make things look much better, since you should always be getting bilinear/trilinear filtering when it's requested. The blocky textures in quake were the result of nearest filtering, I think. The downside is this fix will take away some of the speed increase you may have seen, but it was cheating anyway. :) I'm also planning on bumping the max texture size to 1024x1024 (MaxTextureLevels=11) and including an environment variable. So you would use DRI_MACH64_MAX_TEXTURE_SIZE=512 to drop down to 512x512 max texture size to speedup quake, for example, but the default will allow the max texture size supported by the card to be used with a single texture unit. -- Leif Delgass http://www.retinalburn.net _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel