On Wed, 2002-11-06 at 07:46, Brian Paul wrote: > Bret Towe wrote: > > On Tue, 2002-11-05 at 16:39, Brian Paul wrote: > > > >>Bret Towe wrote: > >> > >>>i recently grabed the mesa 4.1 branch to test out > >>>mainly to see if the multitexture problem with > >>>celestia was fixed also to see how it looked anyhow after > >>>seeing celestia crash as per the norm i tried using the > >>>LIBGL_ALWAYS_INDIRECT=1 with celestia and it crashs x > >>>everytime for me i would of tested more apps to see > >>>how consistent it is but i get sick of x dieing like that > >>>for very long so i left it alone > >>>in the mornin(for me anyhow) ill try out a few more apps > >>>if you need more info or logs etc let me know ill see it > >>>when i check my mail in the morn > >> > >>I just tried celestia with the 4.1 branch (indirect rendering). > >>It came up fine and I pressed 'd' to run the demo. Eventually, > >>celestia crashed. Looks like a problem in celestia, not Mesa > >>or GLX or DRI. > >> > > > > that crash was prob the multitexture problem that somethin has no clue > > what any more > > What??? >
ignore me im just a confused luser ;P > > >>The text in the corners of the window isn't legible. I don't > >>know if it's drawn with glBitmap or texture or what so I'm > >>not sure what the problem is. > >> > >>-Brian > > > > i dunno maybe its just cause im using some optimization under gcc 3.2 > > (-mcpu=athlon -march=athlon -pipe) > > > In any case, I found a few problems. Celestia is now working with > indirect rendering perfectly. Here's the story: > > 1. A few functions in Mesa were no-ops, such as glGenTexturesEXT and > glIsTextureEXT. The non-EXT versions were fine. The net effect was > that the array of texture object IDs was left uninitialized. Many > were zero so texture images (the Celestia text) was clobbering each > other. > > I've checked in the fix for this to the Mesa and DRI cvs trees. > > 2. Celestia declares function pointers such as glActiveTextureARB that > are identical to OpenGL function names. Somewhere along the line > the linker gets them confused, leading to segfaults. > ahh now that i know whats causing the problem i can see about making a patch for it :) Thanks for the help > I think it's imperative that we get the word out to OpenGL developers: > "Do NOT declare function pointers which are identical to OpenGL function > names!!!!". You're asking for trouble if you do. > > You wouldn't declare a function pointer called "printf", would you? > It's the same issue. > > I'll send a note to the Celestia people to see if they'll fix this. > > -Brian ------------------------------------------------------- This sf.net email is sponsored by: See the NEW Palm Tungsten T handheld. Power & Color in a compact size! http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel