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


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