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


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