Am Dienstag, 10. Februar 2004 23:48 schrieb Dieter Nützel:
> Am Dienstag, 10. Februar 2004 14:19 schrieb Roland Scheidegger:
> > Dieter Nützel wrote:
> > > Am Dienstag, 10. Februar 2004 08:45 schrieb Email Archive:
> > >> On Mon, 2004-02-09 at 20:55, Michel Dänzer wrote:
> > >>> [ Following up to the dri-devel mailing list, we aren't really
> > >>> using the sf.net bug tracker anymore but rather the kernel and
> > >>> XFree86 bugzillas ]
> > >>>
> > >>> On Mon, 2004-02-09 at 04:55, SourceForge.net wrote:
> > >>>> I just ported the latest CVS drm-kernel code into the 2.6.2
> > >>>> vanilla kernel.
> > >>>
> > >>> Do you have a patch for us to look at?
> > >>
> > >> Yes, I think I posted it to the SourceForge bug tracker. It's down
> > >> right now, or I'd be including a bug ID #.
> > >>
> > >>> Does the same problem occur if you just build the DRM from DRI
> > >>> CVS?
> > >>
> > >> It won't compile. Aside from a small number of API changes, the
> > >> Makefile.linux is *severely* broken about include directories under
> > >> 2.6.
> > >
> > > I use only 2.6.x. There is No problem with DRI CVS (DRM).
> > >
> > > But some apps hang the graphics card (hard).
> > >
> > > UT2003 Citadel after some (<= 3) seconds. But _very_ smooth with S3TC
> > > and Roland's hardware TCL patch.
>
> Some additional notes.
>
> It was your code (patch) with Mesa, GLX from last week.
> Not with latest Mesa and GLX code (Brian, Ian).

OK, update after the api_arrayelt.c fix.

> It locks in Citadel during _first_ mouse move (immediately).

It happens in "Capture the Flag" -> Citadel.

I can move in all other demos with cursor keys _and_ mouse, except Citadel.
When I move (I haven't hit the fire button) with the cursor keys all is right, 
too.

But when I got the mouse in my hand and do the first _little_ move it hangs.

> I could move around not play "Bombing Run" (Egypt)

"Temple of Anubis"...;-)

> for about 15 minutes. 
> My girlfriend and I watched the GREAT textures mirrors and halls...;-)
>
> Now, with your patch r200_newlight-2.diff and latest (?) Mesa code the
> "behavior" is the same, but some textures (the mirrors, multi textures?)
> are broken in "Bombing Run" (Egypt).

All textures are RIGHT after the api_arrayelt.c fix.

> > That's not good. There is nothing (both in the S3TC patch as well as in
> > the changed lighting code) which could make lockups disappear. Using
> > compressed textures shouldn't change anything (except the textures are
> > smaller so less texture swapping is needed which might mean there are
> > more free dma buffers available). The lighting changes did avoid some
> > TCL fallback with materials between begin/end (and it looks like the
> > fallback doesn't always work correctly, though I don't think it causes
> > lockups), but in the latest patch (submitted to cvs yesterday) it's back
> > in (as removing it wasn't correct and sometimes caused obvious rendering
> > errors, it still awaits a proper fix). The patch still avoids a tcl
> > fallback when using two-sided materials, but that really shouldn't have
> > caused lockups...
>
> Maybe the broken textures?

See above.

> > Meaning if the lockups have disappeared in UT2003, they are likely to
> > reappear somewhere else.
> > That said, I just tried to reproduce the lockups, but I can't even get
> > ut2003 (demo 2206) to start here, it crashes even before the nvidia logo
> > appears (seems to segfault and then be stuck waiting for a signal,
> > killall -9 will just get rid of it fine).
>
> Now, it sigfault immediately like yours...

All fixed, except the hang.

> > I can only hope it's not
> > caused by the lighting changes I've commited yesterday (though I've no
> > idea how these changes could cause that) - maybe some of the
> > experimental code I've got here causes it.

No ;-)

Only "problem" is some slowdown in the big halls and  "outside" of "Temple of  
Anubis".

Any comments, Andreas?
TMU36 missing?

Any updates?

Cheers,
        Dieter


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