Michel Dänzer wrote:
On Mit, 2002-11-27 at 08:32, Dieter Nützel wrote:This is normal for per vertex fog. The ground plane is too big for the linear interpolation of fog coordinates across the polygon to give good looking results.
TaskParallelismWithPorts The colors of the polyhedron in the middle are missing. With LIBGL_ALWAYS_INDIRECT or R200_NO_TCL they are fine. Some small screenshots could be find in the archive.Sounds like a problem I'm seeing with the amoeba demo, some faces of a spinning cube (with the observer inside) are missing. RADEON_TCL_FORCE_DISABLE=1 fixes it, which wasn't necessary before the Mesa 5.0 merge. Also, it hangs near the end with HW TCL, but this was already the case before the merge. These aren't the only reasons to check out amoeba, some parts of it are pushing quite hard performance wise, and it's simply fun to watch. :) I can't reproduce your other problems (they seem to be x86 assembler specific?), but I do see some problems with the Mesa demos (though it seems they were already there before the merge): fire: the fog seems to be much too dense around the initial direction, everything is almost white
This is a result of slight differences between geometry generated by software t&l and hardware t&l. The gloss cylendar is drawn in two passes, and the crawling you see is a result of differences between the passes.gloss: artifacts with the initial highlight, goes away with SW TCL, seems to be the same problem as the ice in tuxracer
Some work could be done tweaking the vertices (z values?) emitted by swtcl to get a closer alignemnt.
Otherwise, this isn't strictly a bug. GL doesn't require invarience at this level.
Again, GL allows us to specify a maximum point size. For the radeon, thats set to 1.0 pixels as that's the largest size that the radeon can draw conformantly without sw fallbacks.pointblast: the points are always pixel sized
Keith
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