Michel Dänzer wrote:
Access to the depth buffer is tiled, which means that pixel (x,y) isn't necessarily at (x,y), but could be some distance up or down from there. It may be that the region we're allocating for the depth buffer which would be large enough if it were all layed out linearly, but isn't large enough for the tiles. It's worth investigating as we've seen similar problems elsewhere.On Mon, 2002-11-04 at 21:11, Ian Romanick wrote:On Sun, Nov 03, 2002 at 04:58:23PM +0100, Michel Dänzer wrote:Just tried it for the first time because I hoped it would help with the texture problems seen in http://penguinppc.org/~daenzer/DRI/bzflag.png http://penguinppc.org/~daenzer/DRI/tuxracer.png Well, it does seem to change the behaviour, but not only for the good. While the problems occur randomly with the trunk code, mostly on the first runs after the server was started, with the texmem code they never seem to happen with tuxracer, but always with bzflag and quake2. Also, I don't think I've seen this on x86, anyone? Any idea what's up?Could you try this with the environment variable RADEON_AGPTEXTURING_FORCE_DISABLE set? One of the changes for the R100 in the texmem branch is that AGP texturing is enabled. This env. var. will disable it.Doesn't make a difference; if it did, I wouldn't see the problem on the trunk (but I've tried anyway for you :). The texmem branch hasn't introduced the problem but made it 100% reproducible, which is good. It's definitely the depth buffer running amok. If I move the texture region about 10 scanlines further away from it, no corruption occurs. Any ideas as to why this could happen appreciated, and why it doesn't happen on the x86 box at work, where the texture region is adjacent to the depth buffer.
Keith
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