On Thu, Nov 21, 2002 at 01:27:03PM -0500, Adam K Kirchhoff wrote:

> Hmmm... Well, line 592 of scene.cpp (in glaxium 0.5, just downloaded from
> the website) seems to be:
> 
>       glEnable(GL_TEXTURE_2D);
> 
> Line 586, though, makes reference to GL_DOT3_RGB_EXT.  I've made the 
> change there.
> 
> Now, with the unpatched driver and the patched game, the results look
> exactly look they did with the patched driver and the unpatched game!

I believe that we may have discovered one of the subtle differences between
the R100 family of chips and the R200 family.  On the R100, when DOT3
bumpmapping is selected the driver has to manually select the implicit 4X
multiplier required by the ARB & EXT specs.  It seems that when the R200
this is not needed.

The unpatched driver programs the chip to do DOT3 and a 4X scale.  It seems
that the result is a 4X + 4X scale, or a 16X scale.  The result is that all
fragments end up saturated to white.  If this theory is correct, then this
patch should fix it.

I'm crossing my fingers...

-- 
Smile!  http://antwrp.gsfc.nasa.gov/apod/ap990315.html

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