Mark,
It's my application written using the SDL (ver 1.2.3) libraries in DGA mode.
I'm just using double buffering and swapping pages every 41ms to give me ~24
frames per second with some very basic sprites moving around...
Paul.
On Thu, 31 Jan 2002 05:36, you wrote:
> On Wed, 30 Jan 2002, Paul wrote:
> > Mark,
> >
> > OK, that didn't work either :( Do you have any other ideas or am I stuck
> > with this little problem?
>
> I can't reproduce this. What app are you using to test this?
>
>
> Mark.
>
> > Thanks, Paul.
> >
> > On Fri, 25 Jan 2002 06:10, you wrote:
> > > On Thu, 24 Jan 2002, Paul wrote:
> > > > Mark,
> > > >
> > > > Ok, I tried that but the problem still persists :( It doesn't seem
> > > > better or worse just the same as before...Do you have any other ideas
> > > > ?
> > >
> > > In nv_dga.c in function NV_SetViewport can you try adding a:
> > >
> > > while(pNv->riva.PCIO[0x3da] & 0x08);
> > >
> > > before the call to NVAdjustFrame()? This will wait until we're
> > > out of the retrace before programming the new offset.
> > >
> > >
> > > Mark.
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