On Thu, 11 Jul 2002 16:44:50 -0400 (EDT) Leif Delgass <[EMAIL PROTECTED]> wrote:
> On Thu, 11 Jul 2002, Allen Barnett wrote: > > > On Wednesday 10 July 2002 07:59 pm, Leif Delgass wrote: > > > On Thu, 11 Jul 2002, José Fonseca wrote: > > > > 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. > > > > No problem. > > > > > > 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'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. > > > > I guess this is what I expected. Is there a way to keep the full resolution > > of the texture image until it is shipped off to the hardware, or is that what > > you mean by "stored as ARGB4444"? > > With Mesa 4.x, Mesa allows the driver to choose a texture format that > matches the hardware, which eliminates the need to convert the texture to > hardware format before uploading it. Delaying that conversion would only > make a difference for software fallbacks, I think. The hardware does the > texture application otherwise, and at that point the texture has been > converted and uploaded to AGP or card memory. > > > > 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. > > > > OK. > > > > Thanks for looking into this. > > I just discovered that the glean failures in blendFunc, logicOp, > orthoPosRandTris, orthoPosRandRects, orthoPosTinyQuads, and polygonOffset > are the result of an off-by-one error in the y screen coordinates. If I > add one to the Y coordinate in the viewport conversion to screen > coordinates, these tests all pass. However, it breaks the scissor test > and the orthoPos[H,V]Lines and orthoPosPoints tests still fail (which > could be a result of the implementation of points and lines with > triangles/quads). It also seems to leave a row of pixels at the top of > the window which isn't drawn on, but is cleared. The stipple test still > has the same problem because lines still aren't conformant. I'm still a > little puzzled as to where the off-by-one error actually originates, but > this narrows down the problem a lot. Could there also be an off-by-one error for the x-coordinates? I'm asking because I still see the problem that the right most collumn and bottom line of the screen (not window) are not drawn correctly. Just a thought, Felix __\|/__ ___ ___ ___ __Tschüß_______\_6 6_/___/__ \___/__ \___/___\___You can do anything,___ _____Felix_______\Ä/\ \_____\ \_____\ \______U___just not everything____ [EMAIL PROTECTED] >o<__/ \___/ \___/ at the same time! ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek PC Mods, Computing goodies, cases & more http://thinkgeek.com/sf _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel