> could you please enlighten us which code path UT2003/2004 use > on r200/rv250 when firing the 'Shock Rifle'?
The engine doesn't have a special code path per weapon effect but rather relies on a material system artists use to come up with materials used for visual effects that then get translated to the fixed function pipeline with varying amount of passes depending on HW capabilities. > One/two texture units? Sorry, I don't know. I suggest you create a small cube test level in UnrealEd, disable the HUD ("killall HUD") and first person weapon (either "show gun" or "show weapon" - forgot which one), give yourself all weapons ("loaded"), switch to the shock rifle, log the number of primitives rendered for each DrawArrays or whatnot call and then change the driver code to create a snapshot of the current state on other calls (aka when you fire the gun). Alternatively you could change the driver to force synchronization after each rendering call and dump the current state if you detect the card doesn't respond. Dunno how feasible this is with R200 but it should definitely work with R300. -- Daniel, Epic Games Inc ------------------------------------------------------- This SF.Net email sponsored by Black Hat Briefings & Training. Attend Black Hat Briefings & Training, Las Vegas July 24-29 - digital self defense, top technical experts, no vendor pitches, unmatched networking opportunities. Visit www.blackhat.com -- _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel