On Thu, 11 Jul 2002, José Fonseca wrote: > On Wed, Jul 10, 2002 at 10:00:38AM -0400, Allen Barnett wrote: > > Hi (José and Leif), > > > > I'm testing the Mach64 driver on my laptop, which uses a Rage Mobility P/M > > AGP 2x (rev 64). I'm using the binary snapshot from 2002/7/8.The > > render/version string is: > > Mesa DRI Mach64 20020227 [Rage Pro] AGP 2x x86/MMX/SSE 1.2 Mesa 4.0.3 > > You guys have done some really outstanding work on this driver. I almost > > don't want to complain, but here goes. > > > > I have a couple of problems with > [...] > > > I really appreciate the work you guys have put into this driver. Keep up the > > good work. > > Allen, thanks for the detailed report of the problems. It's gonna take a > little time (at least for me) to reproduce all this (I have been a little busy > lately and I still have some changes I want to do on the driver before I can > look into it) but it will be done. > > Note also that there are some OpenGL conformance issues which have been > neglected so far, and which can be the cause behind of some of these > problems. At any rate your cases will help to determine that.
I've looked at these test cases a bit, but haven't made a lot of progress yet. The clipped polygon color problem is present in the Rage 128 driver as well, so that may be a bug in code we borrowed from that driver. I'm not sure that the banding in textures is really a bug. At 16-bit, RGBA/RGBA8 textures use stored in an ARGB4444 format, and RGB/RGB8 textures are stored as RGB565, so there is less color information in the textures with an alpha channel. The test looks the same on the Rage 128 as on Mach 64. The registration problem with the stipple test may be a result of the conformance problems Jose mentioned. The stippled lines are rendered in software, so the difference in placement is likely a result of slight errors in the coordinates on the hardware path. I've noticed gaps between triangles in places and some problems with texture coordinates as well. I think these first appeared with the Mesa 4.x merge. Jose, I think it would probably make sense to get your native vertex format changes working first and then go after the conformance issues. I need to get familiar with the new code, I haven't had a change to really look at it yet. -- Leif Delgass http://www.retinalburn.net ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Two, two, TWO treats in one. http://thinkgeek.com/sf _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel