Re: [Mesa3d-dev] Mesa (mesa_7_7_branch): mesa: List Quake3 extensions first.

2010-03-17 Thread Xavier Chantry
On Tue, Mar 16, 2010 at 4:32 PM, Ian Romanick i...@freedesktop.org wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Jose Fonseca wrote: Module: Mesa Branch: mesa_7_7_branch Commit: 93e77b0028170fafd176c3a80a99287343c946b4 URL:    

Re: [Mesa3d-dev] Mesa (mesa_7_7_branch): mesa: List Quake3 extensions first.

2010-03-17 Thread Xavier Chantry
On Wed, Mar 17, 2010 at 1:01 AM, Jose Fonseca jfons...@vmware.com 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

Re: [Mesa3d-dev] Mesa (mesa_7_7_branch): mesa: List Quake3 extensions first.

2010-03-17 Thread Ian Romanick
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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

Re: [Mesa3d-dev] Mesa (mesa_7_7_branch): mesa: List Quake3 extensions first.

2010-03-17 Thread Ian Romanick
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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

Re: [Mesa3d-dev] Mesa (mesa_7_7_branch): mesa: List Quake3 extensions first.

2010-03-16 Thread Keith Whitwell
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

Re: [Mesa3d-dev] Mesa (mesa_7_7_branch): mesa: List Quake3 extensions first.

2010-03-16 Thread Roland Scheidegger
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 list,

Re: [Mesa3d-dev] Mesa (mesa_7_7_branch): mesa: List Quake3 extensions first.

2010-03-16 Thread Xavier Chantry
On Tue, Mar 16, 2010 at 7:13 PM, Roland Scheidegger srol...@vmware.com 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.  

Re: [Mesa3d-dev] Mesa (mesa_7_7_branch): mesa: List Quake3 extensions first.

2010-03-16 Thread Jose Fonseca
: 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 srol...@vmware.com wrote: On 16.03.2010 18:52, Keith Whitwell wrote: On Tue