Leif, I've managed to solve that same problem by leaving "NoLighting=False" and changing "UseMultiTexture=0".
Fortunatly we can get the source for the OpenGLDrv at http://openut.sourceforge.net . I'm sure that that will help us find the "source" of these problems... Regards, Jose Fonseca On 2001.12.03 20:09 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)? > > --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 > > > > -- > Leif Delgass > http://www.retinalburn.net > ________________________________________________________________ Nokia 5510 looks weird sounds great. Go to http://uk.promotions.yahoo.com/nokia/ discover and win it! The competition ends 16 th of December 2001. _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel