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Xavier Chantry wrote:
> Patrice also pointed me to the workaround that nvidia driver provides itself :
> http://us.download.nvidia.com/freebsd/190.42/README/chapter-09.html
Their solution is roughly analogous to a driconf variable. I think we
should
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Jose Fonseca wrote:
> The most worrysome thing here is not quake3 by itself, but the
> thought that other GL apps out there may too truncate the GL
> extension string.
Yes. I have heard other people in the ARB mention that some apps do
that. I'm s
On Wed, Mar 17, 2010 at 1:01 AM, Jose Fonseca wrote:
> Indeed, this problems happen with Windows q3arena demo only. Ioquake3, and I
> believe that the latest windows full quake3 binary too, correctly handles the
> full extensions list.
>
> However I suspect that quake2 and earliy releases of qua
On Tue, Mar 16, 2010 at 4:32 PM, Ian Romanick wrote:
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> Jose Fonseca wrote:
>> Module: Mesa
>> Branch: mesa_7_7_branch
>> Commit: 93e77b0028170fafd176c3a80a99287343c946b4
>> URL:
>> http://cgit.freedesktop.org/mesa/mesa/commit/?id=93e77b002817
: Keith Whitwell; Ian Romanick; Jose Fonseca; mesa3d-dev@lists.sourceforge.net
Subject: Re: [Mesa3d-dev] Mesa (mesa_7_7_branch): mesa: List Quake3 extensions
first.
On Tue, Mar 16, 2010 at 7:13 PM, Roland Scheidegger wrote:
> On 16.03.2010 18:52, Keith Whitwell wrote:
>> On Tue, 2010-03
On Tue, Mar 16, 2010 at 7:13 PM, Roland Scheidegger wrote:
> On 16.03.2010 18:52, Keith Whitwell wrote:
>> On Tue, 2010-03-16 at 08:32 -0700, Ian Romanick wrote:
>>
>>> I'm also a bit surprised that not detecting GL_EXT_compiled_vertex_array
>>> has any impact on our Quake3 performance. After all
On 16.03.2010 18:52, Keith Whitwell wrote:
> On Tue, 2010-03-16 at 08:32 -0700, Ian Romanick wrote:
>
>> I'm also a bit surprised that not detecting GL_EXT_compiled_vertex_array
>> has any impact on our Quake3 performance. After all, our CVA
>> implementation doesn't do anything! Looking at the
On Tue, 2010-03-16 at 08:32 -0700, Ian Romanick wrote:
> I'm also a bit surprised that not detecting GL_EXT_compiled_vertex_array
> has any impact on our Quake3 performance. After all, our CVA
> implementation doesn't do anything! Looking at the list, it seems more
> likely that GL_EXT_texture_e
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Jose Fonseca wrote:
> Module: Mesa
> Branch: mesa_7_7_branch
> Commit: 93e77b0028170fafd176c3a80a99287343c946b4
> URL:
> http://cgit.freedesktop.org/mesa/mesa/commit/?id=93e77b0028170fafd176c3a80a99287343c946b4
>
> Author: José Fonseca
> Date: