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 ------------------------------------------------------- This SF.net email is sponsored by: Perforce Software. Perforce is the Fast Software Configuration Management System offering advanced branching capabilities and atomic changes on 50+ platforms. Free Eval! http://www.perforce.com/perforce/loadprog.html -- _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel