Aapo Tahkola wrote:
That's true, but to avoid the huge drops you could also just decrease
texture detail. Or implement the second texture heap in main memory and
use gart texturing (though you'd also need to manually increase the gart
size). There are some problems with that for r200, and the strategy for
what textures to put where may not be optimal currently, but the drops
should be gone.
That said, the performance in ut2k4 is probably really slow (apart from
that problem) due to deficiencies in drawArrays handling, at least that
was the case for r200 last time I checked...
First "hack" attempts to improve it.
Later two patches workaround RADEON_BUFFER_SIZE limit.
While this actually appears to work theres no speed boost in general.
That's what I found out some time ago as well, I did pretty similar
changes (basically bring back that start value). Once upon a time I also
had a hack so mesa could handle GL_UNSIGNED_SHORT elements lists
natively (no more converting them with _ac_import_elements to
UNSIGNED_INT and later back to shorts again in the driver) without any
success neither.
I never really found out why the old mesa code was 2 times faster :-(.
Roland
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