> 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


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