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------- Additional Comments From [EMAIL PROTECTED]  2006-09-04 18:00 -------
(In reply to comment #33)
> I have discovered the R200_DEBUG environment variable, and have run celestia
> both after a cold boot, and after having fixed the flickering problem as well.
> Both debug logs complain of corrupt texture memory:
> driValidateTextureHeaps: blocks_in_mempool = 2, last_end = 58720256, p->ofs = > 0
> r200FlushCmdBufLocked: texture memory is inconsistent - expect mangled 
> textures
I'll need to look into it, but I suspect it's more a bug in the validation code
itself than an actual texture memory inconsistency (the code is only used by
r200 currently and only if debugging is enabled).

> So the "cold" scenario has only 2 blocks in the memory pool before p->ofs = 0,
> while the "warm" one has 43. And as for expecting mangled textures, could that
> explain what is happening in WoW?
Doesn't look like corrupted textures to me.

> I have attached both R200 debug logs (compressed).
I'll look into it.          
     
     
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