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------- Additional Comments From [EMAIL PROTECTED]  2006-09-12 20:56 -------
(In reply to comment #11)
> (In reply to comment #10)
> > (In reply to comment #9)
> > > It is common knowledge that r300 is slow, but UT 2004 is playable 
> > > provided you
> > > set UseVBO=True. This should give a 3x speedup.
> > 
> > I've changed that, it seems to make a big difference if s3tc is enabled, but
> > still not playable.  I have a somewhat serious interest in working on r300
> > though, and I've been trying to reproduce the texture corruption issue with 
> > my
> > own simple opengl commands.  So far, I have a spinning cube with a texture 
> > on
> > the sides, and I have r300 warning my about the multitexturing problems, 
> > but the
> > texture still looks fine.  I'm going to find out about how to use 
> > multitexturing
> > and add to my code till I hopefully reproduce the problem.  Anyone have any
> > advice for me?
> 
> http://www.rasterburn.org/~aet/multiarb1.c
> 
> 

Ok, I reproduced the issue like so:

RCS file: /cvs/mesa/Mesa/progs/demos/multiarb.c,v
retrieving revision 1.15
diff -u -r1.15 multiarb.c
--- multiarb.c  9 Jan 2005 17:39:06 -0000       1.15
+++ multiarb.c  13 Sep 2006 03:50:57 -0000
@@ -256,13 +256,13 @@
       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

       if (i == 0) {
-         if (!LoadRGBMipmaps(TEXTURE_1_FILE, GL_RGB)) {
+         if (!LoadRGBMipmaps(TEXTURE_1_FILE, 
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT)) {
             printf("Error: couldn't load texture image\n");
             exit(1);
          }
       }
       else if (i == 1) {
-         if (!LoadRGBMipmaps(TEXTURE_2_FILE, GL_RGB)) {
+         if (!LoadRGBMipmaps(TEXTURE_2_FILE, 
GL_COMPRESSED_RGBA_S3TC_DXT3_EXT)) {
             printf("Error: couldn't load texture image\n");
             exit(1);
          }

When you right click on the demo window and enable some of the checkered
textures, they should be messed up if you have changed the format as above.  I
had gotten multitexturing working yesterday, but I think the problems only
happen when mixing the compressed textures with uncompressed ones?          
     
     
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