Am Sonntag, 28. Dezember 2003 23:00 schrieb Roland Scheidegger:
> ok, here it is, the long-awaited, highly controversial new patch ;-).
> (patches against current Mesa cvs, if you used the older version you
> need to reverse it first).
> The radeon/r200 patches have a texture alignment problem (with small
> textures/mipmaps whose height is bigger than width) fixed. I believe it
> is now "100% correct" except possibly for rgba_dxt1 textures (still lack
> a test app). They also enable the old, undocumented, dead and buried
> GL_S3_s3tc extension

Can find that string.

> (needed for QuakeIII/rtcw, don't know about 
> rtcw:et). This time I haven't tested the r200 patch, only radeon so use
> at your own risk.

r200.

How can I enable this?

...loading libGL.so.1: Initializing OpenGL display
...setting mode 3: 640 480
Using XFree86-VidModeExtension Version 2.2
XF86DGA Mouse (Version 2.0) initialized
XFree86-VidModeExtension:  Ignored on non-fullscreen/Voodoo
Using 8/8/8 Color bits, 24 depth, 8 stencil display.
GL_RENDERER: Mesa DRI R200 20030328 AGP 4x x86/MMX+/3DNow!+/SSE TCL
Initializing OpenGL extensions
...GL_S3_s3tc not found
...using GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
XF86 Gamma extension initialized
Trying SMP acceleration...
^3ERROR: SMP support was disabled at compile time
...failed.

GL_VENDOR: Tungsten Graphics, Inc.
GL_RENDERER: Mesa DRI R200 20030328 AGP 4x x86/MMX+/3DNow!+/SSE TCL


I can test rtcw on r200 for you if we get it going.

> The mesa patch now contains a DXTn compressor (and has some bug fixed
> with the alpha decoding of DXT5, though this is untested).
> Per default, all software decompression/compression is disabled, but I'm
> sure you can figure out how to change that ;-).
> I've also done some mesa changes, since mesa based it's decision if it's
> a compressed format (and which one) on the suggested format supplied by
> the application, not the format which actually got used. This will lead
> to crashes if for instance the application suggests a compressed format
> and the driver decides (which is perfectly legal) it wants to store it
> uncompressed. Though I'm not convinced if this is an elegant fix, maybe
> it would be better just to remove the texImage->IsCompressed and
> texImage->CompressedSize fields (just use texImage->TexFormat->TexelSize
>   instead, the CompressedSize could also be calculated whenever it's
> needed).
>
> Issues:
> - Not sure if the GL_S3_s3tc formats are really exactly the same as the
> GL_ext_texture_compression_s3tc formats. Mesa assumed this, so I just
> assumed it too.

I have the quake3-smp binary, too.
But sadly something is broken since Ian changed something in the gl context 
code some months ago. It worked before and gave additional ~10 fps and very 
nice system load.

I only get a black (empty) window.

He posted some hints several weeks ago but my system disk crashed and 
it took some time to get on pair, again...

-Dieter


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