Keith Whitwell wrote:
> 
> Michael wrote:
> >
> > On Wed, Apr 03, 2002 at 10:59:18PM +0100, Michael wrote:
> > > On Wed, Apr 03, 2002 at 10:11:36AM -0800, Ian Romanick wrote:
> > > > On Wed, Apr 03, 2002 at 01:28:46PM +0200, Timothee Besset wrote:
> > > > > Not sure if that's related, but Q3 shaders don't do any bump mapping.
> > > > >
> > > > > TTimo
> > > >
> > > > Hrm..ok, so then it's not the bumpmaps that are missing. :)  In any case,
> > > > the walls look perfectly smooth, and they didn't used to.  I'll send a
> > > > picture out to the list, if there is demand.
> > >
> > > Looks like a few of the wall textures are magnified a few times, like the
> > > texture coords are wrong.
> > >
> > > rtcw victory screen has the rolling texture thing (which is no doubt
> > > texcoord related as well)
> >
> > It looks like varray.c doesn't correctly set ctx->Array.NewState in each
> > function (it's always setting _NEW_ARRAY_VERTEX), the reason anything
> > works seems to be that (Un)LockArrays_ sets _NEW_ARRAY_ALL, so it's
> > usually 0x7fff by the time that state reaches the new
> > radeonReleaseArrays. Currently, ReleaseArrays sometimes gets duff state and
> > was leaving old tex coords in dma for some of the multipass textures
> > quake3 is drawing.
> >
> > I'm testing my change here a bit wider before committing, but it looks
> > like changing each <xxx>Pointer function in varray.c to use the
> > corresponding _NEW_ARRAY_xxx state works.
> 
> All my cut&pastes come back to haunt me.

I'll duplicate the fix in Mesa CVS, etc.

Nice catch, Michael!

-Brian

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