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------- Additional Comments From [EMAIL PROTECTED]  2005-10-13 07:43 -------
(In reply to comment #12)
> Created an attachment (id=3515)
 --> (https://bugs.freedesktop.org/attachment.cgi?id=3515&action=view) [edit]
> mesa_radeon_cubemap_3tmu_20051008.diff.txt
> 
> here is another update, I changed the emit code in radeon_swtcl.d a bit to 
> emit
> the q-coord always if more than 2 texture-coords are available.
I've commited the 3tmu part of it (with some changes).
As for cube maps, I don't think you can make mipmaps work. ATI's windows driver
does not expose mip/aniso filtering for 3d and cube maps according to dx caps
viewer. Don't know if this is a chip bug or rather a limitation (in the first
case it could potentially work with rv100/rv200, I've got a r100).
I think though it would be easy to prevent the mipmaps from being uploaded and
wasting texture memory (e.g. skip the driCalculateTextureFirstLastLevel
calculation in radeonSetTexImages).

> Since Roland added texgen for q-coord, cubemap demo also works with hw-tcl.
> Unfortunately ut2003_demo looks better with tcl_mode=0, especially the
> reflections on water.
Is something else apart from the water wrong? I've never had much luck with the
water reflections (texgen, if it worked before that would have been because of a
tcl fallback), the r200 couldn't handle it neither (both dri driver and fglrx).
It should be noted the same reflections with ut2k4 work just fine (with r200,
dri driver) so ut2k3 is probably doing something strange there.
Some errors in ut2k3 are also because the game needs 4 texture units sometimes
(for instance the quad damage, should look the same though with sw tcl).        
  
     
     
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