I get the garbled pointer in UT too. Also, the only way I can get wall/ceiling/floor textures to show up is by disabling lighting altogether (with "NoLighting=True" under [SDLDrv.SDLClient]). Otherwise I just get white instead of textures. I had the same thing with q3demo until I set lighting to "vertex" instead of "lightmap." I get a garbled pointer in q3demo with lightmap, but I haven't seen it in vertex lighting yet. Does anyone know what might be the problem with textures and lighting, (maybe a problem with multitexturing)?
--Leif On 3 Dec 2001, 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 > > > > > > _______________________________________________ > Dri-devel mailing list > [EMAIL PROTECTED] > https://lists.sourceforge.net/lists/listinfo/dri-devel > -- Leif Delgass http://www.retinalburn.net _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel