Re: [Dri-devel] mach64 blend

2003-02-05 Thread Ian Molton
On Thu, 6 Feb 2003 00:44:12 +0200 "Arkadi Shishlov" <[EMAIL PROTECTED]> wrote: > > Now I think it is texture alpha. Quite pointless to have RGBA texture > without ability to use it alpha channel. > http://idea.hosting.lv/a/tmp/quakeforge-mach64-blend.jpg Hows Quakeforge comming, btw - it'd be ni

Re: [Dri-devel] mach64 blend

2003-02-05 Thread Arkadi Shishlov
On Tue, Feb 04, 2003 at 09:51:30PM -0500, Leif Delgass wrote: > On Wed, 5 Feb 2003, Arkadi Shishlov wrote: > > What do you mean by aren't fully compliant? Final A = Fragment A or > > Final A = Texture A? It looks like Fragment A.. > > Yes, I think that's right. As an example, there's a texture in

Re: [Dri-devel] mach64 blend

2003-02-04 Thread Leif Delgass
On Wed, 5 Feb 2003, Arkadi Shishlov wrote: > On Tue, Jan 28, 2003 at 11:01:53PM -0500, Leif Delgass wrote: > > On Wed, 29 Jan 2003, Arkadi Shishlov wrote: > > > - 'Texture environment modes: GL_BLEND is done in software..' - mean > > > glTexEnv(GL_BLEND) is software. GL_DECAL is hw accelerated.

Re: [Dri-devel] mach64 blend

2003-02-04 Thread Arkadi Shishlov
On Tue, Jan 28, 2003 at 11:01:53PM -0500, Leif Delgass wrote: > On Wed, 29 Jan 2003, Arkadi Shishlov wrote: > > - 'Texture environment modes: GL_BLEND is done in software..' - mean > > glTexEnv(GL_BLEND) is software. GL_DECAL is hw accelerated. > > GL_MODULATE with GL_LUMINANCE_ALPHA is softwar

Re: [Dri-devel] mach64 blend

2003-01-28 Thread Leif Delgass
On Tue, 28 Jan 2003, Leif Delgass wrote: > > BTW, when particular operation is implemented in software but require some > > on-screen content, driver copy already rendered chunk from framebuffer, pass > > it to Mesa, then copy back? > > To be honest, I don't know the gory details of the Mesa soft

Re: [Dri-devel] mach64 blend

2003-01-28 Thread Leif Delgass
On Wed, 29 Jan 2003, Arkadi Shishlov wrote: > Hi. > I'm working on QuakeForge engine, and some things related to transparency > (player damage blood) and 'dynamic lighting' (grenade explosion) are very > slow. Quake3 runs faster in mean time. Quake3 has some "hacks" built in to work around the ma

[Dri-devel] mach64 blend

2003-01-28 Thread Arkadi Shishlov
Hi. I'm working on QuakeForge engine, and some things related to transparency (player damage blood) and 'dynamic lighting' (grenade explosion) are very slow. Quake3 runs faster in mean time. I want to investigate problem further on Quake side, but I want to be sure I understood mach64 limitation co