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------- Additional Comments From [EMAIL PROTECTED]  2006-08-29 10:43 -------
(In reply to comment #29)
> Could you have a quick look at this "ring shadow" URL, please?
> 
>
cel://Follow/Saturn/2006-08-29T14:27:49.95173?x=+oB8o9BGDW1WDA&y=AeXMilHfBEkC&z=ODP9RkQgVMea/////////w&ow=0.730223&ox=-0.551377&oy=-0.322312&oz=0.242638&select=Saturn&fov=29.107899&ts=1.000000&ltd=0&rf=317335&lm=0
> 
> I have just tried this URL with celestia 1.4.1 on my Matrox G400 / XOrg 6.8.2,
> both with and without the GL_ARB_vertex_program. (Both GL_ARB_vertex program 
> and
> GL_NV_vertex_program are software-enabled via driconf on the G400, and I have
> disabled GL_NV_vertex_program here in all cases.)
> 
> Happily for celestia, I get equivalent (if dark) pictures of Saturn, with
> Saturn's shadow falling across its rings, regardless of the
> GL_ARB_vertex_program setting. Note also that celestia is using multi-texture
> rendering in both cases: it seems that the OpenGL rendering path needs 
> something
> more than GL_ARB_vertex_program before it can be used.
Yes, it needs GL_ARB_texture_env_dot3, which the g400 doesn't support it seems.
So it is expected that you'd see the same regardless all those vertex progs
settings.

> However, with my Radeon 9250 / XOrg 7.1, disabling both GL_ARB_vertex_program
> and GL_NV_vertex_program means that Saturn's shadow across its rings 
> disappears!
> I had originally thought that the shadow wasn't being rendered at all, until I
> saw this URL:
>
cel://Follow/Saturn/2006-08-29T09:35:30.41946?x=+0NycYGJxGNWDA&y=m2Y3cow4O1oC&z=kQLl9SiJ7Lma/////////w&ow=-0.442510&ox=-0.299259&oy=-0.843421&oz=0.057180&select=Saturn&fov=20.361984&ts=1.000000&ltd=0&rf=22423&lm=0
> 
> You'll need ambient light for that one, I think. Basically, Saturn's shadow
> looks upside down on my Radeon. I had this even better experience when flying
> over Saturn, and seeing Saturn's shadow cross the rings from the completely
> wrong direction, almost as if the shadow was coming from an invisible twin
> planet. But I forgot to save that URL...
Ah I see. I thought it was normal that there is no shadow at all without arb_vp.
Apparently not, I tried with indirect rendering (which resulted in a Xserver
crash..., but then my server is not up-to-date) and with software mesa, and
software mesa indeed shows a ring shadow (though fails to draw it when using
ARB_vp, and crashes with the GLSL path - those are certainly different bugs).
This is some driver bug with texture coordinates being wrong, basically celestia
uses texgen for s and t coordinate and doesn't specify r and q coordinates - so
those should be 0 and 1 respectively according to spec, but they are
uninitialized somehow in the r200 driver, which doesn't matter for r but does
for q. This is btw the same problem which causes doom3 to look very very wrong
with the standard arb path, you can either disable tcl, or use some hack:
Index: r200_texstate.c
===================================================================
RCS file: /cvs/mesa/Mesa/src/mesa/drivers/dri/r200/r200_texstate.c,v
retrieving revision 1.23
diff -u -r1.23 r200_texstate.c
--- r200_texstate.c     2 Nov 2005 01:15:08 -0000       1.23
+++ r200_texstate.c     29 Aug 2006 17:37:57 -0000
@@ -1338,6 +1359,9 @@
    rmesa->TexGenEnabled |= R200_TEXGEN_TEXMAT_0_ENABLE << unit;
    rmesa->TexGenCompSel |= R200_OUTPUT_TEX_0 << unit;
 
+   /* really ugly hack to fix doom3 arb path and celestia ring shadows */
+   tgcm = 0;
+
    if (tgi != rmesa->hw.tcg.cmd[TCG_TEX_PROC_CTL_1] || 
        tgcm != rmesa->hw.tcg.cmd[TCG_TEX_PROC_CTL_2])
    {

Someday, this should be fixed correctly...          
     
     
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