Stephane Marchesin wrote:
>Stephane Marchesin wrote:
>
>
>>Keith Whitwell wrote:
>>
>>
>>
>>>We've just merged the texmem-0-3-branch code. This has been a major
>>>project, probably much bigger than we realized when we started on it.
>>>
>>>The fundamental technology underpinning the cha
Stephane Marchesin wrote:
> Keith Whitwell wrote:
>
>> We've just merged the texmem-0-3-branch code. This has been a major
>> project, probably much bigger than we realized when we started on it.
>>
>> The fundamental technology underpinning the changes is Thomas
>> Hellstrom's new TTM memory
On 11/1/06, Keith Whitwell <[EMAIL PROTECTED]> wrote:
> We've just merged the texmem-0-3-branch code. This has been a major
> project, probably much bigger than we realized when we started on it.
>
> The fundamental technology underpinning the changes is Thomas
> Hellstrom's new TTM memory manager
Keith Whitwell wrote:
> We've just merged the texmem-0-3-branch code. This has been a major
> project, probably much bigger than we realized when we started on it.
>
> The fundamental technology underpinning the changes is Thomas
> Hellstrom's new TTM memory manager which dynamically maps buffe
Dave Airlie wrote:
>> Sorry for the delay. I have to admit I find compressed textures really
>> confusing for some reason, and basically do what I can to avoid them...
>>
>> Have you got an application or Mesa demo which you can point at doing
>> the wrong thing? It'd be easier to work from somet
>
> Sorry for the delay. I have to admit I find compressed textures really
> confusing for some reason, and basically do what I can to avoid them...
>
> Have you got an application or Mesa demo which you can point at doing
> the wrong thing? It'd be easier to work from something like that.
Well
Dave Airlie wrote:
>> Now that the merge is done I propose:
>>
>> 1. Finish up the glClear() parameter changes I started a week or two ago.
>> 2. Get people to test the i915tex driver.
>
> I setup a machine at home running my gaming machine app which is a very
> heavy texture user, it uses compre
I just wanted to say thanks to everyone that worked on this. This is
a major step forward for open source drivers!
Cheers!
Alex
On 11/1/06, Keith Whitwell <[EMAIL PROTECTED]> wrote:
> We've just merged the texmem-0-3-branch code. This has been a major
> project, probably much bigger than we re
>
> Now that the merge is done I propose:
>
> 1. Finish up the glClear() parameter changes I started a week or two ago.
> 2. Get people to test the i915tex driver.
I setup a machine at home running my gaming machine app which is a very
heavy texture user, it uses compressed, rectangular and POT
Now that the merge is done I propose:
1. Finish up the glClear() parameter changes I started a week or two ago.
2. Get people to test the i915tex driver.
3. Try to stabilize the code, avoid checking in anything risky
4. Release Mesa 6.5.2 -- The TG group and I will mostly be off-line
next week.
We've just merged the texmem-0-3-branch code. This has been a major
project, probably much bigger than we realized when we started on it.
The fundamental technology underpinning the changes is Thomas
Hellstrom's new TTM memory manager which dynamically maps buffers into
and out of the GART ape
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