On Mon, 3 Dec 2001, Zephaniah E. Hull 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)? > > Try disabling multitexture, if you have the Q1 gamedata then I would > not mind hearing if it works with twilight with a few different > settings.
Sorry, I only have the Quake 3 Arena demo, but here's the stats from timedemo 1 (demo001): ATI Rage LT Pro 8M, 400MHz PII (note: the driver is not using DMA yet, so this is CPU bound) I have GL extensions turned on and only enabled/disabled multitexture, compiled vertex arrays and vertex lighting. 6.7 FPS multitexture off, compiled vertex arrays off, lightmap lighting 7.6 FPS multitexture off, compiled vertex arrays on, lightmap lighting 11.5 FPS multitexture on, compiled vertex arrays on, vertex lighting -- Leif Delgass http://www.retinalburn.net _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel