Michel Dänzer wrote:
> On Mon, 2002-07-08 at 07:31, Elladan wrote: 
> 
>>On Sun, Jul 07, 2002 at 09:18:44PM -0600, Brian Paul wrote:
>>
>>>Elladan wrote:
>>>
>>>>On Fri, Jul 05, 2002 at 08:15:26AM +0100, Keith Whitwell wrote:
>>>>
>>>>
>>>>>Elladan wrote:
>>>>>
>>>>>
>>>>>>Yes.  I'm seeing the same thing on my Radeon 7500.  See screenshots
>>>>>>here:
>>>>>>
>>>>>>http://www.eskimo.com/~elladan/tux
>>>>>>
>>>>>>(Or in the bug report I filed on the dri project page...)
>>>>>>
>>>>>>I'm also seeing generally horrible problems with tuxracer whenever it
>>>>>>uses multiple textures on the same polygon, as far as I can tell.
>>>>>>
>>>>>>There seemed to be a few other bugs in the database on multitexture
>>>>>>problems, too...
>>>>>>
>>>>>It's to do with multipass rendering, I think, rather than the texture 
>>>>>code specifically.
>>>>>
>>>>>The same problem gives you the 'shimmery' ice patches.  The mesa gloss 
>>>>>demo shows similar artifacts.
>>>>>
>>>>Where would this problem most likely reside in the code?  Any guesses?
>>>>Eg., file/function areas?  I can go playing around in there if someone
>>>>have some vague idea what the problem might be...
>>>>
>>>>-J
>>>>
>>>This sounds like Z-buffer fighting.  If you draw the same triangle twice
>>>with exactly the same vertices you'd expect that the same Z values would
>>>be generated for each fragment.  But the OpenGL spec doesn't require that
>>>to be true, depending on particular state changes between passes.  (See
>>>the OpenGL spec appendices).
>>>
>>>If the first triangle is drawn in hardware but the second is drawn with
>>>software (or vice versa) you almost never get exactly the same
>>>rasterization results.  I've also seen cards which will do both passes
>>>in hardware but still produce different Z values.
>>>
>>>glPolygonOffset() is the usual solution to this problem and its up to
>>>the application programmer to know when to use it.
>>>
>>>Strictly speaking, the gloss demo should use glPolygonOffset() for
>>>the second rendering pass.  But it doesn't because I was lazy when I
>>>wrote the demo.
>>>
>>>So, if my hypothesis is correct, this is an application problem.
>>>
>>Ok, I'll investigate the application to see if it's the problem.
>>
>>I seem to recall that TuxRacer more or less worked with the 4.2 Radeon
>>7500 drivers, but doesn't seem to work with the TCL drivers.
>>
> 
> Yep, it still works now with RADEON_NO_TCL but not with RADEON_NO_VTXFMT.
> (BTW glxgears seems to be faster with RADEON_NO_VTXFMT here. I know
> glxgears doesn't really mean anything, but it's probably because there are
> no PPC assembler optimizations yet? Maybe we shouldn't use vtxfmt in that
> case?)

Gears is all display lists -- it doesn't touch the vtxfmt code at all.  Maybe 
theres some state pingponging, but I don't see how it could be a big influence...

> 
> Another problem I have with tuxracer is that it's very slow. Used to be
> much faster, unfortunately I don't remember if that was with the Mesa 3.4
> based driver or with the pre-TCL Mesa 4.0 based one. Neither of the two
> environment variables mentioned here helps. Might the output with
> RADEON_DEBUG=fall be enlightening to anyone?

If it shows anything, yes.

Keith






-------------------------------------------------------
This sf.net email is sponsored by:ThinkGeek
Oh, it's good to be a geek.
http://thinkgeek.com/sf
_______________________________________________
Dri-devel mailing list
[EMAIL PROTECTED]
https://lists.sourceforge.net/lists/listinfo/dri-devel

Reply via email to