this is for mesa-4-0-branch, current cvs + mga agp texturing patch (minus the bits for mgavb.c: they didn't apply).
http://taniwha.2y.net/~bill/qf011.png shows the bug nicely. The black to white gradient areas should be solid black (they are in trunk). It looks like clipped corners are having their color set to white rather than the specified color. Other than this and some issues with texture sub-image updates (I'm going to investigate if it's related to the agp patch), I am /very/ impressed with what I have so far seen of the mesa-4-0-branch: I got a 4% speed increas on one of our benchmarks (only tested one so far), and that was having to drop back to full texture updates. Great work, and thanks: my g200 is doing nicely:) this is the code that renders the black sky: static inline void draw_poly (glpoly_t *poly) { int i; qfglBegin (GL_POLYGON); for (i = 0; i < poly->numverts; i++) { qfglVertex3fv (poly->verts[i]); } qfglEnd (); } static void draw_black_sky_polys (msurface_t *sky_chain) { msurface_t *sc = sky_chain; qfglDisable (GL_BLEND); qfglDisable (GL_TEXTURE_2D); qfglColor3ubv (color_black); while (sc) { glpoly_t *p = sc->polys; while (p) { draw_poly (p); p = p->next; } sc = sc->texturechain; } qfglEnable (GL_TEXTURE_2D); qfglEnable (GL_BLEND); qfglColor3ubv (color_white); } (from gl_sky_clip.c in quakeforge) Bill -- Leave others their otherness. -- Aratak _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel