On Fri, Apr 16, 2004 at 11:35:14AM -0700, Ian Romanick wrote: > >The r200 is the clear bottleneck, now > >What we "need" next is the TMU3 patch...;-) > > I'm still trying to work through the t_vertex conversion. That should > help some too. Of course, Quake3 only uses 2 TMUs anyway. I'll post > what I have for the t_vertex conversion (working or not!) later today. > Maybe someone will be able to see what I'm doing wrong...
QuakeForge uses 3 tmus for map rendering (wall textures + lightmap + fullbrights) if available. Bill -- Leave others their otherness. -- Aratak ------------------------------------------------------- This SF.Net email is sponsored by: IBM Linux Tutorials Free Linux tutorial presented by Daniel Robbins, President and CEO of GenToo technologies. Learn everything from fundamentals to system administration.http://ads.osdn.com/?ad_id=1470&alloc_id=3638&op=click -- _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel