On Mon, 3 Dec 2001, Leif Delgass wrote:

> On Mon, 3 Dec 2001, Otto E Solares wrote:
> 
> > On Mon, Dec 03, 2001 at 03:09:13PM -0500, Leif Delgass wrote:
> > > 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)?  
> > 
> > i had exactly the same problem in quake3 and rtcw with the white walls
> > until i disable gl extensions on options and problem gone, but the
> > problem with a rectangle on center on the screen is boring me, will try
> > disabling hw cursor.
> 
> Well, I tried lightmap with gl extensions disabled and the lighting 
> definitely looks better, but it runs slower (compiled vertex arrays are 
> also disabled).  I noticed that with extensions/multitexturing on, I see 
> "GL_MAX_ACTIVE_TEXTURES_ARB: 2" on the console.  Maybe quake needs 3 
> textures: wall + lightmap + damage?

Well, I tried turning off "marks on walls" and that didn't make any 
difference.  The strange thing is that with lightmap + gl extensions, 
character models show up as well as certain textures like weapons, 
powerups, lights, etc (mostly animated textures). 

-- 
Leif Delgass 
http://www.retinalburn.net


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