Re: [Dri-devel] mach64 (Rage XL) trouble

2002-05-02 Thread José Fonseca

On 2002.05.01 23:43 Kees Cook wrote:
 Hello!
 
 I've finally had a chance to upgrade to XFree86 4.2.0, and am trying out
 the bleeding edge builds for mach64.  :)
 
 Quick version: it doesn't work.
 
 Long version: I think I have an AGP problem.
 
 glxinfo reports that direct rendering is off.
 the mach64 kernel driver compiled and is loaded, but agpgart errors out:
 
 mtrr: Serverworks LE detected. Write-combining disabled.
 mtrr: your processor doesn't support write-combining
 Linux agpgart interface v0.99 (c) Jeff Hartmann
 agpgart: Maximum main memory to use for agp memory: 816M
 agpgart: unable to determine aperture size.
 [drm] Initialized mach64 1.0.0 20010107 on minor 0
 
 the drm and things were built from (against stock kernel 2.4.18):
 mach64-20020427-linux.i386.tar.bz2
 
 Nothing very interesting happens in XFree86.log either.  Couldn't find
 anything useful about the agpgart error either.
 
 I'm at a loss!  (And unfortunately, the ati driver is REALLY slow for
 just
 regular 2D stuff.  I can watch things repaint, etc.  Wasn't like that in
 XFree86 4.1.0...)

Yep. This is nothing related with AGP, and will not change in the 
immediate future as currently we can't handle simultaneous 2D and 3D 
acceleration. (Note that this isn't related to 4.2.0 too, just with the 
mach64 snapshots)

If you need 2D performance, don't forget you can uninstall the snapshot at 
any time by running ./install.sh restore.

 
 What should I do next?

You have two options. One is disable AGP which isn't required (and hardly 
used) at the moment (if have to recompile the kernel for having agpgart as 
a module since we don't have an option to control that yet); but I 
strongly advise you to also try to figure out what may be wrong with your 
AGP device. Things you could do are determine which your AGP chip and 
search for troubleshouting info on the web about it.

Jeff Hartman still hangs around this list and perhaps he may be of some 
help in that matter.

Jose Fonseca

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[Dri-devel] Re: mach64 (Rage XL) trouble

2002-05-02 Thread Mike A. Harris

On Wed, 1 May 2002, Kees Cook wrote:

I've finally had a chance to upgrade to XFree86 4.2.0, and am trying out 
the bleeding edge builds for mach64.  :)

Quick version: it doesn't work.

Long version: I think I have an AGP problem.

glxinfo reports that direct rendering is off.
the mach64 kernel driver compiled and is loaded, but agpgart errors out:

mtrr: Serverworks LE detected. Write-combining disabled.
   ^^
Ick.  Problem #1

mtrr: your processor doesn't support write-combining

Problem #2

I'm at a loss!  (And unfortunately, the ati driver is REALLY slow for just 
regular 2D stuff.  I can watch things repaint, etc.  Wasn't like that in 
XFree86 4.1.0...)

Yep, you're not likely to see it get any better either 
unfortunately.  Serverworks chipsets have an off by one problem 
in hardware with MTRR being used (if I've got the story I was 
told by Alan Cox correct), and as such MTRR is not available as 
it is purposefully disabled to prevent data corruption.  That 
significantly slows down graphics.

Also... AGP on Serverworks _sucks_.  I strongly recommend against
using Serverworks chipsets for any machines used for graphics.  
Server being the operative word for the chipset.  ;o)  If they 
were called Graphicsworks perhaps it would work better.  ;o)


What should I do next?

Replace the motherboard with a chipset that has a working AGP 
implementation which both works, and is fast, and also has 
working MTRR support.

Using Radeon with DRI on my Serverworks boards, with dual 1Ghz
P-III Xeon CPU's, and 1Gb of RAM, I can watch the screen paint
from top to bottom when switching windows - it takes about 1
second to paint the screen.  This is in my case due to the Radeon
CP engine 2D acceleration not accelerating everything it does in 
MMIO mode.

That latter part wont affect you on Mach64 though likely.

Bad news..  ;o(

-- 
Mike A. Harris  Shipping/mailing address:
OS Systems Engineer 190 Pittsburgh Ave., Sault Ste. Marie,
XFree86 maintainer  Ontario, Canada, P6C 5B3
Red Hat Inc.
http://www.redhat.com   ftp://people.redhat.com/mharris


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Re: [Dri-devel] mach64 (Rage XL) trouble

2002-05-02 Thread Kees Cook

On Thu, May 02, 2002 at 06:13:39PM +0100, José Fonseca wrote:
 Kees, perhaps I didn't stress this enough but, spite of your motherboard 
 shortcomings, you should be able to achieve a reasonable 3D acceleration, 
 as is.

Ah, perhaps I misunderstood.  I got the impression that even if I got good 
3D, the 2D would still be as slow as I saw it (repainting, etc).  Since I 
use this machine as my desktop, it's the 2D that's most important.  3D is 
a bonus, and I'd like to help test, but not at the cost of reasonable 2D 
performance.

-- 
Kees Cook@outflux.net

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Re: [Dri-devel] mach64 (Rage XL) trouble

2002-05-02 Thread José Fonseca

On 2002.05.02 18:19 Kees Cook wrote:
 On Thu, May 02, 2002 at 06:13:39PM +0100, José Fonseca wrote:
  Kees, perhaps I didn't stress this enough but, spite of your
 motherboard
  shortcomings, you should be able to achieve a reasonable 3D
 acceleration,
  as is.
 
 Ah, perhaps I misunderstood.  I got the impression that even if I got
 good
 3D, the 2D would still be as slow as I saw it (repainting, etc).  Since I
 use this machine as my desktop, it's the 2D that's most important.  3D is
 a bonus, and I'd like to help test, but not at the cost of reasonable 2D
 performance.

You did got it right, but nothing prevents you from installing  
uninstalling the snapshot drivers for specific purposes (such as playing a 
game). I believe this is true for most people. I, for example, can't even 
have 3D with more than 640x480 since I just have 4MB memory. So, except 
for development, I use it for a playing a couple of games. Anyway, I 
believe that in two months we could have most of these limitations sorted 
out.

José Fonseca

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Re: [Dri-devel] mach64 (Rage XL) trouble

2002-05-02 Thread Michel Dänzer

On Thu, 2002-05-02 at 20:04, José Fonseca wrote:
 On 2002.05.02 18:19 Kees Cook wrote:
  On Thu, May 02, 2002 at 06:13:39PM +0100, José Fonseca wrote:
   Kees, perhaps I didn't stress this enough but, spite of your
  motherboard
   shortcomings, you should be able to achieve a reasonable 3D
  acceleration,
   as is.
  
  Ah, perhaps I misunderstood.  I got the impression that even if I got
  good
  3D, the 2D would still be as slow as I saw it (repainting, etc).  Since I
  use this machine as my desktop, it's the 2D that's most important.  3D is
  a bonus, and I'd like to help test, but not at the cost of reasonable 2D
  performance.
 
 You did got it right, but nothing prevents you from installing  
 uninstalling the snapshot drivers for specific purposes (such as playing a 
 game).

Uninstall? Just run it without DRI...


-- 
Earthling Michel Dänzer (MrCooper)/ Debian GNU/Linux (powerpc) developer
XFree86 and DRI project member   /  CS student, Free Software enthusiast

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Re: [Dri-devel] mach64 (Rage XL) trouble

2002-05-02 Thread Leif Delgass

On 2 May 2002, Michel Dänzer wrote:

 On Thu, 2002-05-02 at 20:04, José Fonseca wrote:
  On 2002.05.02 18:19 Kees Cook wrote:
   On Thu, May 02, 2002 at 06:13:39PM +0100, José Fonseca wrote:
Kees, perhaps I didn't stress this enough but, spite of your
   motherboard
shortcomings, you should be able to achieve a reasonable 3D
   acceleration,
as is.
   
   Ah, perhaps I misunderstood.  I got the impression that even if I got
   good
   3D, the 2D would still be as slow as I saw it (repainting, etc).  Since I
   use this machine as my desktop, it's the 2D that's most important.  3D is
   a bonus, and I'd like to help test, but not at the cost of reasonable 2D
   performance.
  
  You did got it right, but nothing prevents you from installing  
  uninstalling the snapshot drivers for specific purposes (such as playing a 
  game).
 
 Uninstall? Just run it without DRI...

Actually, at the moment 2D accel is disabled at compile time.  This is 
easy to fix though, we can just check pATI-directRenderingEnabled, 
because it's already determined by the time we get to ATIMach64AccelInit. 

-- 
Leif Delgass 
http://www.retinalburn.net


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Re: [Dri-devel] Re: mach64-0-0-4-branch snapshots

2002-05-02 Thread Sergey V. Udaltsov

Hi

 Whoops.  The oops is my fault, it's a bug in _cleanup_dma.  It's fixed in 
 CVS now.  Just update and rebuild and install the kernel module.  This is 
 not related to your original problem though, I'm not sure what would be 
 causing a lockup on vt switches if no GL contexts are running.
I really don't know but... Well, it works now (snapshot 0502). No OOPS
detected. In my syslog I see:

May  2 20:31:23 localhost kernel: [drm] Creating pci pool
May  2 20:31:23 localhost kernel: [drm] Allocating descriptor table
memory
May  2 20:31:23 localhost kernel: [drm] descriptor table: cpu addr:
0xc08a4000, bus addr: 0x008a4000
May  2 20:31:23 localhost kernel: [drm] Starting DMA test...
May  2 20:31:23 localhost kernel: [drm] starting DMA transfer...
May  2 20:31:23 localhost kernel: [drm] waiting for idle...
May  2 20:31:23 localhost kernel: [drm] waiting for idle...done
May  2 20:31:23 localhost kernel: [drm] DMA test succeeded, using
synchronous DMA mode

Does it mean DMA works for me? AFAIK it does. BTW, does synchronous
mean there will be asynchronous somewhere?:)

About FPS - they are still lower than in good old user-mode MMIO... (241
vs 286 in 0-0-3). But DMA is already enabled - does this mean I will
never get anything better?

Well, glxgears works OK. So does Counter-Strike. As usual, in
texture-intensive apps (celestia) we are waiting for GART...

Anyway, thanks for fast fix.

Cheers,

Sergey


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Re: [Dri-devel] Re: mach64-0-0-4-branch snapshots

2002-05-02 Thread Leif Delgass

On 2 May 2002, Sergey V. Udaltsov wrote:

 Hi
 
  Whoops.  The oops is my fault, it's a bug in _cleanup_dma.  It's fixed in 
  CVS now.  Just update and rebuild and install the kernel module.  This is 
  not related to your original problem though, I'm not sure what would be 
  causing a lockup on vt switches if no GL contexts are running.
 I really don't know but... Well, it works now (snapshot 0502). No OOPS
 detected. In my syslog I see:
 
 May  2 20:31:23 localhost kernel: [drm] Creating pci pool
 May  2 20:31:23 localhost kernel: [drm] Allocating descriptor table
 memory
 May  2 20:31:23 localhost kernel: [drm] descriptor table: cpu addr:
 0xc08a4000, bus addr: 0x008a4000
 May  2 20:31:23 localhost kernel: [drm] Starting DMA test...
 May  2 20:31:23 localhost kernel: [drm] starting DMA transfer...
 May  2 20:31:23 localhost kernel: [drm] waiting for idle...
 May  2 20:31:23 localhost kernel: [drm] waiting for idle...done
 May  2 20:31:23 localhost kernel: [drm] DMA test succeeded, using
 synchronous DMA mode
 
 Does it mean DMA works for me? AFAIK it does. BTW, does synchronous
 mean there will be asynchronous somewhere?:)

Yes, that's the goal.  Synchronous DMA means that we wait for the card
to idle after submitting each DMA pass, rather than going on to do other
things and polling or handling interrupts to check for completion of the
DMA transfer.  Synchronous operation isn't meant to be fast, it's just a
first step in testing that we are submitting the DMA pass correctly.
 
 About FPS - they are still lower than in good old user-mode MMIO... (241
 vs 286 in 0-0-3). But DMA is already enabled - does this mean I will
 never get anything better?

see above.
 
 Well, glxgears works OK. So does Counter-Strike. As usual, in
 texture-intensive apps (celestia) we are waiting for GART...

We'll get there eventually. ;)  I don't think AGP textures will be too 
hard to add once we get there.  We're already allocating a region of  
the AGP aperture for textures, but the implementation of using it isn't 
done yet.

 Anyway, thanks for fast fix.

Sure.  Let us know if you experience a lockup again.  There will be some 
big changes coming in the drm in 0-0-4 soon, so it's likely to be a bit 
unstable for a while.

-- 
Leif Delgass 
http://www.retinalburn.net


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Re: [Dri-devel] Re: mach64-0-0-4-branch snapshots

2002-05-02 Thread Sergey V. Udaltsov

 Yes, that's the goal.  Synchronous DMA means that we wait for the card
 to idle after submitting each DMA pass, rather than going on to do other
 things and polling or handling interrupts to check for completion of the
 DMA transfer.  Synchronous operation isn't meant to be fast, it's just a
 first step in testing that we are submitting the DMA pass correctly.
That's exactly what I thought. Good, I am not that dumb... Probably
eventually I'll grow smart enough to join the team:) Any estimations on
speedup we'll get in glxgears?

 Sure.  Let us know if you experience a lockup again.  There will be some 
 big changes coming in the drm in 0-0-4 soon, so it's likely to be a bit 
 unstable for a while.
COOL. My laptop is eager to be crashed by new snapshots. Just announce
GART or asynchronous DMA - and it is yours.

BTW, it was mentioned it was easy to enable 2D acceleration back. Is it
true? Can it be done in snapshots (by checking this illustrious
pATI-directRenderingEnabled). So people could use snapshot drivers in
everyday life - without restarting X... 
Also, just one question - if I set in XF86Config
 Modes 1280x1024 800x600 
- could I have DRI enabled in 800x600 (switching by Alt+Gr-) - though
I don't have enough video RAM for 1280x1024?

Cheers,

Sergey


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Re: [Dri-devel] Mach64 for ppc xf86-log etc

2002-05-02 Thread Michel Dänzer

On Wed, 2002-05-01 at 19:30, Peter Andersson wrote: 
 Michael, have you got hold of the screenshot or would you like me to re 
 send it to you?

I've seen it now, thanks.

I realized that Doom was an 8 bit game, does prboom use 8 bit textures?
That would explain how the columns get swapped.


-- 
Earthling Michel Dänzer (MrCooper)/ Debian GNU/Linux (powerpc) developer
XFree86 and DRI project member   /  CS student, Free Software enthusiast

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Re: [Dri-devel] Mach64 for ppc xf86-log etc

2002-05-02 Thread Ian Romanick

On Fri, May 03, 2002 at 01:14:21AM +0200, Peter Andersson wrote:
 Michel Dänzer wrote:
 
 On Wed, 2002-05-01 at 19:30, Peter Andersson wrote: 
 
 Michael, have you got hold of the screenshot or would you like me to re 
 send it to you?
 
 I've seen it now, thanks.
 
 I realized that Doom was an 8 bit game, does prboom use 8 bit textures?
 That would explain how the columns get swapped.
 
 
 Perhaps you are right here, i don´t really know how to check if it uses 
 8-bit textures, but it says at one point GL_MAX_TEXTURE:SIZE=256, does 
 this mean 256 colors/8-bit textures? I don´t see the same errors in 
 glxgears, but i don´t know if that means anything. On the other hand i 
 do have the same errors in both Quake 1 and GLHeretic, although those 
 games are quite old aswell so they might also use 8-bit textures.

GL_MAX_TEXTURE_SIZE is how big the texture can be.  In this case, 256x256 is
the max.  All of those older games do use paletted textures (i.e., 8-bit),
but ONLY if EXT_paletted_texture is supported.  Does the Mach64 branch
support this extension?  I know that a lot of the other drivers (i.e., MGA 
Radeon) do not.

-- 
Tell that to the Marines!

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Re: [Dri-devel] Re: mach64-0-0-4-branch snapshots

2002-05-02 Thread Felix Kühling

On 02 May 2002 23:19:10 +0100
Sergey V. Udaltsov [EMAIL PROTECTED] wrote:

 BTW, it was mentioned it was easy to enable 2D acceleration back. Is it
 true? Can it be done in snapshots (by checking this illustrious
 pATI-directRenderingEnabled). So people could use snapshot drivers in
 everyday life - without restarting X... 

I started looking into this about two weeks ago and I got stuck at the
vt and mode switching. It seems that there are locks in the right places
(compared to other drivers) but it doesn't work anyway. It seems to be
related to textures in some way but I havn't had time to look at how
textures are handled by the driver. Maybe José or Leif will be faster at
fixing this :) Anyway, you should not expect 2D + 3D acceleration too
soon.

 Also, just one question - if I set in XF86Config
  Modes 1280x1024 800x600 
 - could I have DRI enabled in 800x600 (switching by Alt+Gr-) - though
 I don't have enough video RAM for 1280x1024?

I guess not, at least not too soon either. Currently all the DRI stuff
is allocated on X server startup. This concerns all DRI drivers so far.
One thing that was discussed recently is to allocate depth and stencil
and whatever buffers dynamically for each OpenGL client window. But it
would require some work to change this and people are busy with other
problems right now (especially on the mach64 branch :).

I solved both the resolution and 2d acceleration problems for me by
having two X servers installed, one with 2d acceleration and high
resolution and one with 3d acceleration and low resolution. When I want
to test DRI I start the 3d server as display :1 on vt8. I don't even
have to exit my 2D session for that.

 
 Cheers,
 
 Sergey
 

Cheers,
   Felix

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Re: [Dri-devel] Re: Radeon Card Features DRI Checklist. (Ian Romanick) Spam

2002-05-02 Thread Damien Miller

On Thu, 2 May 2002, Smitty wrote:

 btw the list is now up on the (card) status page of dri.sourceforge.net.

It would be really good if the status included what features are supported 
by the hardware. This may make it easier for interested parties to jump in 
and pick up pieces that they want to work on.

-d


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[Dri-devel] Re: PCI buffers and buffer private struct

2002-05-02 Thread José Fonseca

On 2002.05.01 18:03 Leif Delgass wrote:
 I realized what was causing the oops when trying to access the buffer
 private struct in the PCI path.  The DRM template code for addbufs_pci
 does __not__ allocate memory for a private structure for the buffers,
 whereas the template code for addbufs_agp and addbufs_sg does.
 
 I'm not sure if we'll need private buffer data if we're using interrupts
 rather than buffer aging.  I suppose the primitive type would be needed
 if
 we move the command placement in vertex buffers to the drm.  Does anyone
 know why the template code omits private structures for PCI DMA buffers?
 

It must be because it was left falling behind. I don't see any reason why 
it shouldn't. Even if we don't need, it could happen in other 
circumstances.

José Fonseca

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Re: [Dri-devel] Mach64 for ppc xf86-log etc

2002-05-02 Thread Peter Andersson

José Fonseca wrote:

 On 2002.05.01 23:11 Peter Andersson wrote:

 Leif Delgass wrote:

 On Wed, 1 May 2002, Peter Andersson wrote:

 I have compiled the new kernel drivers and get the following error 
 when trying to run glxgears:

 Error flushing vertex buffer: return =  -16

 Peter


 That means the engine is locking up.  Either wait_for_idle fails 
 (DMA)  or wait_for_fifo fails (MMIO).  Is MACH64_USE_DMA set to 0 or 
 1?  Is this
 with the MMIO patch applied?

 I have applied the patch supplied by you,  
 (mach64-endian-mmio-3.diff). And MACH_USE_DMA is set to 1.

 Peter


 Well, it should work on both cases, but the patch was meant to test 
 with MACH_USE_DMA set to 0. Again, it should work with set as 1 
 (otherwise means a regression), but we wanted that it also worked with 
 set as 0.

 Leif, if this doesn't work, I think that we should commit the 
 mach64-endian-mmio-3.diff patch (since it's the Right Thing anyway), 
 and have Peter do a cvs update -C to be sure everything is in sync 
 (and set USE_DMA to 0 afterwards too). (I'm going to bed now so I 
 won't be able to do this until tomorrow).

I have just downloaded and installed the latest cvs source (i assume 
that you have applied the patch), at least i thought so when comparing 
the patch with the would be patched files (mach64_drv.h and 
mach64_state.c). But i might be mistaken as i am not very knowledgeable 
about these things, as you know :) . The outcome is the same as before 
i´m afraid. What i mean is i still get the Error flushing vertex 
buffer: return =  -16 when running glxgears. A strange thing is that i 
can run the doom clone (prboom) for a while, when it either crashes with 
the same message or completley hangs my computer. I wish i could have 
more happy news.

Peter






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