Roland Scheidegger wrote:
> Keith Whitwell wrote:
>> Roland Scheidegger wrote:
>>> Roland Scheidegger wrote:
>>>> Didn't have time to look into this yet, but just retesting all the apps
>>>> I had trouble with vbo_0_1_branch some months ago showed that the quake3
>>>> intro screen is now fixed (with r200).
>>> To answer myself, I've fixed a couple of issues, doom3 now seems to run.
>>> As for ut2k3/2k4, those just show a bunch of mostly random triangles and
>>> eventually (immediately already at intro with sw tnl) segfault.
>>> Apparently caused by the index buffer rebasing
>>> (vbo_exec_DrawRangeElements), when setting the rebase to 0 and use start
>>> as the min_index parameter (i.e. following the suggestion in the
>>> comment) it works just fine. In fact, it appears faster than the non-vbo
>>> code, despite that the driver still doesn't implement real vbos, though
>>> I didn't run any benchmarks.
>>> Maybe the buffer rebasing should just be removed (it currently doesn't
>>> work with software mesa neither), or would it be worth fixing it?
>> Roland,
>>
>> Thanks for looking at this - are there any further problems you've
>> noticed along the way?
>>
>> Keith
>>
> No, basically everything seems to be working. I was a bit concerned with
> the limits when the split occurs, but that seems to work fine on r200
> (though probably not optimal since it's really a buffer size limit not a
> fixed vertex count limit for the driver currently). Not sure though what
> happens with large index counts (chances are there will be a split
> anyway in that case because of too large arrays), there may be hidden
> bugs there with the radeon/r200 drivers.
> 
> I've done some quick measurements, ut2k3 got up from ~40fps to ~75fps
> (which is very nice, this probably brings it roughly back to where it
> once was in mesa 5 days if not better, even sw tnl got a big increase
> from 27fps to 49fps!), ipers (with lod 1) has about a 20% performance
> drop whereas trispd (with size 5) gets down from roughly 25M tris/s to
> 16M tris/s (obviously due to the removal of the vtxfmt code in the
> driver). I'd say that's quite good overall.
> The only thing I noticed looking different was the water reflection in
> the antalus map in ut2k3/ut2k4, though it could be due to other changes
> in the code rather than vbo (it uses some weirdo texgen and at least in
> ut2k3 has never looked right neither with sw tnl nor hw tnl, and was
> never correct with fglrx neither).

Roland, the rebase implementation is back in again.  How is it looking 
for you?

Does ut2k3/4 use VBO's at all?  Can it be made to do so?

Keith

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