Am Mittwoch, 14. Januar 2004 06:29 schrieb Dieter Nützel: > 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't find that string.
Oh boy, stupid me. I've forgotten to extract and apply the radeon_txc.diff and r200_txc.diff. Overseen them in your post ;-))) > > (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. 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 ...using GL_S3_s3tc ...using GL_EXT_texture_env_add ...using GL_ARB_multitexture ...using GL_EXT_compiled_vertex_array ~160 fps at 640x480 fullscreen ~156 fps at 640x480 window On 1280x1024x24 desktop both without sound. > I can test rtcw on r200 for you if we get it going. Later. > > 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... I need some sleep... ...such beautifully work! Cheers, 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