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.

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