On Thu, 31 Jan 2002, Paul wrote:

> 
> 
> 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.

   You could try XFree86 CVS.  I checked in my code that changes the
many-CRTC writes to a since register write to ensure atomicity.  Maybe
there was a misunderstanding when you made the fix yourself.  I don't
see how anything else could be a problem, unless maybe it's a client
bug.  I can't reproduce this with my test apps.


                                Mark.

> 
> 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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