Am Mittwoch, 16. Februar 2005 22:43 schrieb Dieter NÃtzel:
> Am Mittwoch, 16. Februar 2005 22:26 schrieb Roland Scheidegger:
> > Dieter NÃtzel wrote:
> > > Am Mittwoch, 16. Februar 2005 21:36 schrieb Dieter NÃtzel:
> > >>Maybe GL_ATI_fragment_shader?
> > >>
> > >>
> > >>--------------------------------------
> > >>----- R_InitOpenGL -----
> > >>dlopen(libGL.so.1)
> > >>Open X display
> > >>Initializing OpenGL display
> > >>Using XFree86-VidModeExtension Version 2.2
> > >>DGA DirectVideo Mouse (Version 2.0) initialized
> > >>XFree86-VidModeExtension: Ignored on non-fullscreen
> > >>Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
> > >>GL_RENDERER: Mesa GLX Indirect
> > >
> > > Arghhh,
> > >
> > > why MESA indirect???
> >
> > This happens with the Mesa-built libGL.so, since doom3 does not load
> > libGL with RTLD_GLOBAL. This is reportedly fixed in the newer version of
> > the demo, alternatively you can put something like
> > "LD_PRELOAD=/usr/lib/libGL.so" in the doom startup script.
>
> OK, yes.
>
> Nice fps, now.
>
> But I need your hack. => recompile, soon ;-)

Works.
Only a little 'shadow' in the middle of the screen.
I talking about this one:

r200_texstate.reallyuglydoom3hack

Index: r200_texstate.c
===================================================================
RCS file: /cvs/mesa/Mesa/src/mesa/drivers/dri/r200/r200_texstate.c,v
retrieving revision 1.18
diff -u -r1.18 r200_texstate.c
--- r200_texstate.c     18 Oct 2004 00:00:41 -0000      1.18
+++ r200_texstate.c     7 Dec 2004 23:00:16 -0000
@@ -984,10 +984,12 @@
       rmesa->TexGenNeedNormals[unit] = GL_TRUE;
       tgi |= R200_TEXGEN_INPUT_SPHERE<<inputshift;
       /* GL_SPHERE_MAP doesn't appear to work. */
-      return GL_FALSE;
+/*      return GL_FALSE;*/

    case 0:
       /* All texgen units were disabled, so just pass coords through. */
+      /* CHECK THIS it should not be necessary I believe
+        (since all coords should be masked by tgcm), but it is!!! */
       tgi |= unit << inputshift;
       break;

@@ -999,7 +1001,7 @@
                 texUnit->GenModeS);
       return GL_FALSE;
    }
-
+   tgcm = 0;
    rmesa->TexGenEnabled |= R200_TEXGEN_TEXMAT_0_ENABLE << unit;
    rmesa->TexGenCompSel |= R200_OUTPUT_TEX_0 << unit;

> BTW Your hack for /usr/X11R6/lib/xscreensaver/flipscreen3d -geometry > 1024
> do NOT work anylonger.

And here:

--- src/mesa/drivers/dri/r200/r200_context.c    2005-02-14 14:53:45.000000000 
+0100
+++ src/mesa/drivers/dri/r200/r200_context.c.Dieter     2005-02-08 
21:50:39.000000000 +0100
@@ -365,6 +365,11 @@
                                 12,
                                 GL_FALSE );

+/* adjust max texture size a bit. Hack, but I really want to use larger 
textures
+   which will work just fine in 99.999999% of all cases, especially with 
texture
+   compression... */
+   if (ctx->Const.MaxTextureLevels < 12) ctx->Const.MaxTextureLevels += 1;
+
    ctx->Const.MaxTextureMaxAnisotropy = 16.0;

    /* No wide points.


Have fun.

-Dieter


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