I'm aware that I don't have much memory. I'm running it at 640x480x16
otherwise DRI would be disabled because it preallocates 3x the virtual
screen size and that would be too much for higher resolutions. But I
don't think that insufficient is the reason for this behavior:
* This happens not only during the game but in the menus (where there is
no 3d content)
* The hardware mouse pointer is not required by unreal because it draws
the cursor itself (i.e., the hardware cursor reminiscences don't respond
to the mouse movement while the unreal cursor does), so the hardware
cursor memory shouldn't be even allocated

I think that the problem is either a bad deactivation of the hw cursor
or a unsolicited activation. Perhaps the registers are overwritten
somehow.

Regards,
Jose Fonseca

On Mon, 2001-12-03 at 14:00, Carl Busjahn wrote:
> Your mobility 4mb might not have the memory to hold dri textures, a 
> regular screen, and a hardware cursor.  I could check this out on my 
> mach64 8mb, but I don't have UT :-(  If you aren't already running at 
> the least 3d resolution, try lowering it.
> 
> Carl Busjahn
> Jose Fonseca wrote:
> 
> >I've been testing the mach64-0-02-branch on my laptop (ATI Mobility 4Mb)
> >and in Unreal a semi-transparent garbled sprite appears on the middle of
> >the screen - it's the hw cursor that wasn't properly erased because this
> >behavior disappears when the X server is started with the 'sw_cursor'.
> >
> >This appears during game and menus - it seems that Unreal draws itself
> >the cursor by software regardless of the availability of hardware
> >acceleration.
> >
> >Any ideas?
> >
> >Regards,
> >Jose Fonseca
> >



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