Am 2004.02.14 00:11:35 +0100 schrieb(en) Roland Scheidegger:
Andreas Stenglein wrote:
Just tried ut2003 on R100 with current DRI+MESA cvs HEAD.
Now with the "MULT-code" in radeon_state.c radeon_state_init.c (change lighting to use MULT instead of PREMULT ...) the
shading/lighting of warriors changed a little bit in tcl-mode.
It's been buggy before in tcl-mode, but differently. Now it is better visible at startup, when the warrior jumps through the logo. And it is visible for example when spectating some bot. This looks OK in non-tcl-mode.
What exactly does it look like? Does it flicker or so? Just the other
yes, it could be described as flickering shading of the model.
I've tested some things briefly on a radeon, and in fact it seems it was not really the change from PREMULT to MULT which caused the different behaviour, but the fix (?) of another material handling bug which happened at the same time (and touched the same code). In R200/RadeonColorMaterial, disabling once enabled materials didn't really do anything, which I've changed (it was needed to get correct lighting in NWN). (I'm refering to this fix here (against the old lighting code), http://marc.theaimsgroup.com/?l=dri-devel&m=107550700416866&w=2).
Looks like there are STILL material bugs somewhere, aaaarrrrrgggghhhhh. The same bug is also present on R200, btw, I just didn't look closely enough :-(. And of course, UT2k3 has other problems on both R100 and R200, the quad damage still is almost fully transparent (might also be material related I think), though with sw tcl it's still not correct (blue instead of pink) so maybe it's something else. And the shadows projectors don't work (again on both R100 and R200), you can easily see that on dm-asbestos, there are 3 such projectors close together (consisting of a light source, a grid and a spinning blade), not to mention that the character shadows aren't correct neither :-(.
Roland
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