Dave Airlie wrote:
>> Now that the merge is done I propose:
>>
>> 1. Finish up the glClear() parameter changes I started a week or two ago.
>> 2. Get people to test the i915tex driver.
> 
> I setup a machine at home running my gaming machine app which is a very 
> heavy texture user, it uses compressed, rectangular and POT textures all 
> over the place,
> 
> Once I fixed the texture free functions, I had a problem where compressed 
> textures appear busted at the moment with the driver, I had to 
> add a hack in to stop it trying to copy more data than the buffer it was 
> copying it into for a 1024x1024 compressed texture, but even with this the 
> texture still displays wrong, I reported this to Keith by private e-mail,

Sorry for the delay.  I have to admit I find compressed textures really 
confusing for some reason, and basically do what I can to avoid them...

Have you got an application or Mesa demo which you can point at doing 
the wrong thing?  It'd be easier to work from something like that.

Keith

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