[R200]Problems with HW TCL in Tuxracer and PPRacer

2005-03-02 Thread Marcello Maggioni
When using HW TCL in Tuxracer or PPRacer (that is essentially the same
game) with my Radeon 8500 with DRI drivers dated 25 february 2005 you
can see that there are problems with light reflection in those places
where there's ice (for example in the first stage that is full of ice
pools ) . If you disable HW TCL the problem is solved , but you get
problems with TUX textures (don't know why :) )

Bye

Marcello


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Fwd: [R200] Nearly all xscreensavers GL flicker

2005-02-25 Thread Marcello Maggioni
-- Forwarded message --
From: Marcello Maggioni [EMAIL PROTECTED]
Date: Thu, 24 Feb 2005 14:26:27 +0100
Subject: Re: [R200] Nearly all xscreensavers GL flicker
To: Michel Dänzer [EMAIL PROTECTED]


On Wed, 23 Feb 2005 23:02:37 -0500, Michel Dänzer [EMAIL PROTECTED] wrote:
 On Wed, 2005-02-23 at 20:50 +0100, Marcello Maggioni wrote:
 
  I've a problem with lastest DRI (from CVS) drivers and Xscreensavers
  that use OpenGL.
 
  I've tried nearly all of them , from Bubble 3D to Rubik Cube all
  these simply flicker like hell when are executed .

 If you're running them manually with -root, it's probably because the
 root window isn't double buffered. Otherwise, does disabling colour
 tiling or page flipping make a difference?

 --
 Earthling Michel Dänzer  | Debian (powerpc), X and DRI developer
 Libre software enthusiast|   http://svcs.affero.net/rm.php?r=daenzer


I run them from KDE Control Center and disabling Page flipping doesn't
make a difference.

I don't know what is colour tiling :/

Marcello


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Re: [R200] Nearly all xscreensavers GL flicker

2005-02-25 Thread Marcello Maggioni
On Thu, 24 Feb 2005 11:38:10 -0500 (EST), Vladimir Dergachev
[EMAIL PROTECTED] wrote:
 
 
 On Thu, 24 Feb 2005, Michel [ISO-8859-1] Dnzer wrote:
 
 
  [ Please don't follow up just to me privately ]
 
  On Thu, 2005-02-24 at 14:26 +0100, Marcello Maggioni wrote:
  On Wed, 23 Feb 2005 23:02:37 -0500, Michel Dnzer [EMAIL PROTECTED] 
  wrote:
  On Wed, 2005-02-23 at 20:50 +0100, Marcello Maggioni wrote:
 
  I've a problem with lastest DRI (from CVS) drivers and Xscreensavers
  that use OpenGL.
 
  I've tried nearly all of them , from Bubble 3D to Rubik Cube all
  these simply flicker like hell when are executed .
 
  If you're running them manually with -root, it's probably because the
  root window isn't double buffered. Otherwise, does disabling colour
  tiling or page flipping make a difference?
 
  I run them from KDE Control Center [...]
 
  IIRC some versions of KDE are known to be buggy in this regard.
 
 Yep - if you start them from KDE they are all run without double
 buffering. (or at least this appeared to be so each time I tried)
 I have no idea why.
 
 Try running xscreensaver directly.
 
 best
 
Vladimir Dergachev
 
 
 
  --
  Earthling Michel Dnzer  | Debian (powerpc), X and DRI developer
  Libre software enthusiast|   http://svcs.affero.net/rm.php?r=daenzer
 
 
 
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With XSCREENSAVER alone it effectively runs without problems , but I
wonder why ...

There's a logical explanation for this?? O_o

Bye

Marcello


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Re: Doom3 face textures

2005-02-25 Thread Marcello Maggioni
On Thu, 24 Feb 2005 19:07:07 +, Philip Armstrong
[EMAIL PROTECTED] wrote:
 On Thu, Feb 24, 2005 at 07:25:15PM +0100, Marcello Maggioni wrote:
 
  I was wondering what's up with the face textures in Doom3 with R200
  hardware .
 
  These are as divided in two parts by a black shadow in the middle.
 
  There's a way to solve this?
 
 Apparently the ARB rendering path on windows is exactly the same.
 
 DoomIII can't use the R200 rendering path as dri doesn't have
 ATI_fragment_program (?) yet. I believe there's half an implementation
 in existence atm...
 
 Phil
 
 --
 http://www.kantaka.co.uk/ .oOo. public key: http://www.kantaka.co.uk/gpg.txt
 

With Half implementation you mean usable? And if it is usable do you
know how to make it work?

Bye

Marcello


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Doom3 face textures

2005-02-25 Thread Marcello Maggioni
Hi all, 

I was wondering what's up with the face textures in Doom3 with R200 hardware .

These are as divided in two parts by a black shadow in the middle.

There's a way to solve this?

Thanks


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Re: [R200] Nearly all xscreensavers GL flicker

2005-02-25 Thread Marcello Maggioni
On Thu, 24 Feb 2005 10:30:03 -0500, Michel Dänzer [EMAIL PROTECTED] wrote:
 
 [ Please don't follow up just to me privately ]
 
Sorry, I just pushed the wrong button :P

 IIRC some versions of KDE are known to be buggy in this regard.
 

Really? I'll try to run the screensaver separately and then report


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[R200] Nearly all xscreensavers GL flicker

2005-02-23 Thread Marcello Maggioni
Hi all,

I've a problem with lastest DRI (from CVS) drivers and Xscreensavers
that use OpenGL.

I've tried nearly all of them , from Bubble 3D to Rubik Cube all
these simply flicker like hell when are executed .

I don't know why, so I ask you an info about this. Please help :(


[EMAIL PROTECTED]:~$ glxinfo
name of display: :0.0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.2
server glx extensions:
GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating,
GLX_EXT_import_context, GLX_OML_swap_method, GLX_SGI_make_current_read,
GLX_SGIS_multisample, GLX_SGIX_fbconfig
client glx vendor string: SGI
client glx version string: 1.4
client glx extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory,
GLX_MESA_swap_control, GLX_MESA_swap_frame_usage, GLX_OML_swap_method,
GLX_OML_sync_control, GLX_SGI_make_current_read, GLX_SGI_swap_control,
GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group
GLX extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory,
GLX_MESA_swap_control, GLX_MESA_swap_frame_usage, GLX_OML_swap_method,
GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig
OpenGL vendor string: Tungsten Graphics, Inc.
OpenGL renderer string: Mesa DRI R200 20041207 AGP 4x x86/MMX+/3DNow!+/SSE TCL
OpenGL version string: 1.3 Mesa 6.3
OpenGL extensions:
GL_ARB_imaging, GL_ARB_multisample, GL_ARB_multitexture,
GL_ARB_texture_border_clamp, GL_ARB_texture_compression,
GL_ARB_texture_cube_map, GL_ARB_texture_env_add,
GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3,
GL_ARB_texture_mirrored_repeat, GL_ARB_texture_rectangle,
GL_ARB_transpose_matrix, GL_ARB_vertex_buffer_object,
GL_ARB_vertex_program, GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra,
GL_EXT_blend_color, GL_EXT_blend_equation_separate,
GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract,
GL_EXT_clip_volume_hint, GL_EXT_compiled_vertex_array, GL_EXT_convolution,
GL_EXT_copy_texture, GL_EXT_draw_range_elements, GL_EXT_fog_coord,
GL_EXT_histogram, GL_EXT_packed_pixels, GL_EXT_polygon_offset,
GL_EXT_rescale_normal, GL_EXT_secondary_color,
GL_EXT_separate_specular_color, GL_EXT_stencil_wrap, GL_EXT_subtexture,
GL_EXT_texture, GL_EXT_texture3D, GL_EXT_texture_compression_s3tc,
GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add,
GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,
GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod_bias,
GL_EXT_texture_mirror_clamp, GL_EXT_texture_object,
GL_EXT_texture_rectangle, GL_EXT_vertex_array, GL_APPLE_packed_pixels,
GL_ATI_blend_equation_separate, GL_ATI_texture_env_combine3,
GL_ATI_texture_mirror_once, GL_IBM_rasterpos_clip,
GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate,
GL_MESA_pack_invert, GL_MESA_ycbcr_texture, GL_MESA_window_pos,
GL_NV_blend_square, GL_NV_light_max_exponent, GL_NV_texture_rectangle,
GL_NV_texgen_reflection, GL_NV_vertex_program, GL_OES_read_format,
GL_SGI_color_matrix, GL_SGI_color_table, GL_SGIS_generate_mipmap,
GL_SGIS_texture_border_clamp, GL_SGIS_texture_edge_clamp,
GL_SGIS_texture_lod, GL_S3_s3tc
glu version: 1.3
glu extensions:
GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess

   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav
 id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat
--
0x23 24 tc  0 32  0 r  .  .  8  8  8  8  0 24  0  0  0  0  0  0 0 None
0x24 24 tc  0 32  0 r  .  .  8  8  8  8  0 24  8  0  0  0  0  0 0 None
0x25 24 tc  0 32  0 r  .  .  8  8  8  8  0 24  0 16 16 16 16  0 0 Slow
0x26 24 tc  0 32  0 r  .  .  8  8  8  8  0 24  8 16 16 16 16  0 0 Slow
0x27 24 tc  0 32  0 r  y  .  8  8  8  8  0 24  0  0  0  0  0  0 0 None
0x28 24 tc  0 32  0 r  y  .  8  8  8  8  0 24  8  0  0  0  0  0 0 None
0x29 24 tc  0 32  0 r  y  .  8  8  8  8  0 24  0 16 16 16 16  0 0 Slow
0x2a 24 tc  0 32  0 r  y  .  8  8  8  8  0 24  8 16 16 16 16  0 0 Slow
0x2b 24 dc  0 32  0 r  .  .  8  8  8  8  0 24  0  0  0  0  0  0 0 None
0x2c 24 dc  0 32  0 r  .  .  8  8  8  8  0 24  8  0  0  0  0  0 0 None
0x2d 24 dc  0 32  0 r  .  .  8  8  8  8  0 24  0 16 16 16 16  0 0 Slow
0x2e 24 dc  0 32  0 r  .  .  8  8  8  8  0 24  8 16 16 16 16  0 0 Slow
0x2f 24 dc  0 32  0 r  y  .  8  8  8  8  0 24  0  0  0  0  0  0 0 None
0x30 24 dc  0 32  0 r  y  .  8  8  8  8  0 24  8  0  0  0  0  0 0 None
0x31 24 dc  0 32  0 r  y  .  8  8  8  8  0 24  0 16 16 16 16  0 0 Slow
0x32 24 dc  0 32  0 r  y  .  8  8  8  8  0 24  8 16 16 16 16  0 0 Slow
[EMAIL PROTECTED]:~$  
Bye

Marcello



Re: R200 Projective texturing and texgen

2004-10-11 Thread Marcello Maggioni
On Sun, 10 Oct 2004 23:27:38 +0200, Dieter Nützel
[EMAIL PROTECTED] wrote:
ì
 GREAT progress.
 
 DOOM3 is working with TCL, little to dark, but...;-)
 
 Celestia 'Earth'-'ISS' have light in the windows, now.
 But some flickering on the sun paddels left.
 
 Quake3
 quake3.x86 and quake3-smp-x86 do NOT exit clean anylonger.
 Not with Quit menu or typing in the console.
 
 UT2003
 Some broken textures on the walls and floors (Temple of Anubis).
 'shock rifle' is OK
 'Exit' dito.
 
 progs/demos fcntl: Invalid argument
 fcntl: Invalid argument
 
 Backtrace:
 [ 1]  ./Core.so [0x40a0978a]
 [ 2]  [0xe420]
 Signal: SIGSEGV [segmentation fault]
 Aborting.
 
 [1]Speicherschutzverletzung  ut2003_demo
 
 UT2004
 Working. I've seen no corrupted textures.
 'shock rifle' is OK
 'Exit' dito.
 
 progs/demos ut2004demo 
 [1] 18163
 progs/demos Signal: SIGSEGV [segmentation fault]
 Aborting.
 
 Crash information will be saved to your logfile.
 
 [1]Exitcode 1ut2004demo
 
 Developer Backtrace:
 Log: [ 1]  ./ut2004-bin [0x869e38c]
 Log: [ 2]  [0xe420]
 Log: Unreal Call Stack: USDLClient::Destroy - UObject::ConditionalDestroy -
 DispatchDestroy - DispatchDestroys - UObject::PurgeGarbage -
 UObject::StaticExit - appPreExit
 Exit: Exiting.
 Log: FileManager: Reading 0 GByte 0 MByte 0 KByte 0 Bytes from HD took
 0.00 seconds (0.00 reading, 0.00 seeking).
 Log: FileManager: 0.00 seconds spent with misc. duties
 Uninitialized: Name subsystem shut down
 Uninitialized: Allocation checking disabled
 Uninitialized: Log file closed, Sun Oct 10 23:22:43 2004
 
 Good night!
 
 -Dieter
 
 
 
 
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You mean Shock Rifle is ok without dbg = 0x6; or you mean with it?

Bye


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Re: R200 Projective texturing and texgen

2004-10-11 Thread Marcello Maggioni
On Mon, 11 Oct 2004 22:12:25 +0200, Dieter Nützel
[EMAIL PROTECTED] wrote:
 Am Montag, 11. Oktober 2004 14:36 schrieb Marcello Maggioni:
  On Sun, 10 Oct 2004 23:27:38 +0200, Dieter Nützel
  [EMAIL PROTECTED] wrote:
 
   UT2003
   Some broken textures on the walls and floors (Temple of Anubis).
   'shock rifle' is OK
   'Exit' dito.
 
 - Exit IS broken.
 
   UT2004
   Working. I've seen no corrupted textures.
   'shock rifle' is OK
   'Exit' dito.
 
 - Exit IS broken.
 
 [MUCH TOFU deleted] !!!
 
  You mean Shock Rifle is ok without dbg = 0x6; or you mean with it?
 
 dbg = 0x06; (!!!) is standard (and _included_ in r200-projtex-6.diff);-)))
 
 -Dieter
 


Ah , ok , thanks :)


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Re: Can't apply S3TC patch anymore with current Mesa

2004-10-09 Thread Marcello Maggioni
On Fri, 08 Oct 2004 14:09:49 -0700, Eric Anholt [EMAIL PROTECTED] wrote:
 
 
 On Fri, 2004-10-08 at 13:40, Marcello Maggioni wrote:
  On Fri, 08 Oct 2004 13:23:03 -0700, Eric Anholt [EMAIL PROTECTED] wrote:
   On Fri, 2004-10-08 at 08:41, Dieter Nützel wrote:
Am Freitag, 8. Oktober 2004 17:37 schrieb Felix Kühling:
 On Fri, 8 Oct 2004 17:10:35 +0200
 Dieter Nützel [EMAIL PROTECTED] wrote:

 [snip]

  When I set 'setenv force_s3tc_enable 1' quake3-smp do NOT start anymore.
 
  ATTENTION: default value of option force_s3tc_enable overridden by
  environment.
  Fatal error in __driConfigOptions line 75, column 0: illegal default
  value: 1.

 That's because 1 is indeed illegal for boolean options such as
 force_s3tc_enable. Legal values are true and false.
   
OK, but do not help ;-)
  
   It's working for myself and Roland.  What build system are you using?  I
   only added the USE_EXTERNAL_DXTN_LIB=1 define in Mesa linux-dri (and
   therefore linux-dri-x86) target.  If you're using something else, you'll
   have to add the define to whatever CFLAGS there.
  
   --
   Eric Anholt[EMAIL PROTECTED]
   http://people.freebsd.org/~anholt/ [EMAIL PROTECTED]
  
  
  
  
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  I have already -DUSE_EXTERNAL_DXTN_LIB=1 in my CFLAGS , I need something more?
 
 env MESA_DEBUG=1 glxgears will produce output if it tried to do s3tc,
 whether it succeeds or fails.  If it doesn't print anything, then the
 issue was with building (and strings your_dri.so | grep dxtn won't
 mention the lib name).  If it does produce output, then the problem is
 probably with the lack of the library or lack of env
 force_s3tc_enable=true.
 
 
 
 --
 Eric Anholt[EMAIL PROTECTED]
 http://people.freebsd.org/~anholt/ [EMAIL PROTECTED]
 
 

I get these messages with lastest MESA :

melchior:/home/melchior/driconf-0.2.2# env MESA_DEBUG=1 glxinfo
name of display: :0.0
cpu vendor: AuthenticAMD
cpu name: AMD Athlon(tm) XP
MMX cpu detected.
3DNow! cpu detected.
Testing OS support for SSE... yes.
Testing OS support for SSE unmasked exceptions... SIGFPE, yes.
Tests of OS support for SSE passed.
SSE cpu detected.
Mesa warning: software DXTn compression/decompression available

Using SSE version of ReadRGBASpan
display: :0  screen: 0
direct rendering: Yes

But I'm not able to understand if DXTn de/compression is used or not .

UT2004 backgrounds in menus are still white . 

Someone can check this?

Thanks

Marcello


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Re: Can't apply S3TC patch anymore with current Mesa

2004-10-09 Thread Marcello Maggioni
On Sat, 9 Oct 2004 14:08:58 +0200, Marcello Maggioni [EMAIL PROTECTED] wrote:
 On Fri, 08 Oct 2004 14:09:49 -0700, Eric Anholt [EMAIL PROTECTED] wrote:
 
 
 
 
  On Fri, 2004-10-08 at 13:40, Marcello Maggioni wrote:
   On Fri, 08 Oct 2004 13:23:03 -0700, Eric Anholt [EMAIL PROTECTED] wrote:
On Fri, 2004-10-08 at 08:41, Dieter Nützel wrote:
 Am Freitag, 8. Oktober 2004 17:37 schrieb Felix Kühling:
  On Fri, 8 Oct 2004 17:10:35 +0200
  Dieter Nützel [EMAIL PROTECTED] wrote:
 
  [snip]
 
   When I set 'setenv force_s3tc_enable 1' quake3-smp do NOT start anymore.
  
   ATTENTION: default value of option force_s3tc_enable overridden by
   environment.
   Fatal error in __driConfigOptions line 75, column 0: illegal default
   value: 1.
 
  That's because 1 is indeed illegal for boolean options such as
  force_s3tc_enable. Legal values are true and false.

 OK, but do not help ;-)
   
It's working for myself and Roland.  What build system are you using?  I
only added the USE_EXTERNAL_DXTN_LIB=1 define in Mesa linux-dri (and
therefore linux-dri-x86) target.  If you're using something else, you'll
have to add the define to whatever CFLAGS there.
   
--
Eric Anholt[EMAIL PROTECTED]
http://people.freebsd.org/~anholt/ [EMAIL PROTECTED]
   
   
   
   
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   I have already -DUSE_EXTERNAL_DXTN_LIB=1 in my CFLAGS , I need something more?
 
  env MESA_DEBUG=1 glxgears will produce output if it tried to do s3tc,
  whether it succeeds or fails.  If it doesn't print anything, then the
  issue was with building (and strings your_dri.so | grep dxtn won't
  mention the lib name).  If it does produce output, then the problem is
  probably with the lack of the library or lack of env
  force_s3tc_enable=true.
 
 
 
  --
  Eric Anholt[EMAIL PROTECTED]
  http://people.freebsd.org/~anholt/ [EMAIL PROTECTED]
 
 
 
 I get these messages with lastest MESA :
 
 melchior:/home/melchior/driconf-0.2.2# env MESA_DEBUG=1 glxinfo
 name of display: :0.0
 cpu vendor: AuthenticAMD
 cpu name: AMD Athlon(tm) XP
 MMX cpu detected.
 3DNow! cpu detected.
 Testing OS support for SSE... yes.
 Testing OS support for SSE unmasked exceptions... SIGFPE, yes.
 Tests of OS support for SSE passed.
 SSE cpu detected.
 Mesa warning: software DXTn compression/decompression available
 
 Using SSE version of ReadRGBASpan
 display: :0  screen: 0
 direct rendering: Yes
 
 But I'm not able to understand if DXTn de/compression is used or not .
 
 UT2004 backgrounds in menus are still white .
 
 Someone can check this?
 
 Thanks
 
 Marcello
 


Hey , I've solved in setting by DRICONF 5 Texture units instead of 6 .

There's something wrong in using 6 Texture units with lastest DRI drivers?

Marcello


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Re: Can't apply S3TC patch anymore with current Mesa

2004-10-09 Thread Marcello Maggioni
On Sat, 9 Oct 2004 18:00:47 +0200, Felix Kühling [EMAIL PROTECTED] wrote:
 On Sat, 9 Oct 2004 14:14:29 +0200
 Marcello Maggioni [EMAIL PROTECTED] wrote:
 
 [snip]
 
 
  Hey , I've solved in setting by DRICONF 5 Texture units instead of 6 .
 
  There's something wrong in using 6 Texture units with lastest DRI drivers?
 
  Marcello
 
 The more texture units you have the smaller the maximum texture size
 gets. The problem is that with N texture units you currently need to be
 able to have N textures of maximum size and maximum color depth bound to
 a texture unit. This means they all have to be in texture memory at the
 same time. With given texture memory that limits the maximum size of
 textures. Increasing the AGP size (option GARTSize) in xorg.conf would
 increase the amount of available texture memory which would allow larger
 textures too.
 
 
 
 Regards,
   Felix
 
 | Felix Kühling [EMAIL PROTECTED] http://fxk.de.vu |
 | PGP Fingerprint: 6A3C 9566 5B30 DDED 73C3  B152 151C 5CC1 D888 E595 |
 

I've tried your hint of increasing the AGP size with GARTSize option.

I've set GARTSize to 64 (an higher value give me problems in
visualization ) and doesn't solve the problem .

With Mesa Oct 07 2004 (and older) I can use 6 texture units without
problems in UT2004 , I have this issue only with recent MESA . (I've
ever used 6 texture units)

This only happens with UT2004 menu backgrounds (with DOOM3 I haven't
such problems)

Bye


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Can't apply S3TC patch anymore with current Mesa

2004-10-08 Thread Marcello Maggioni
Like the Subject says I can't apply S3TC patch anymore to current Mesa
tree (works with yesterday tree) .

I get these messages :

 [EMAIL PROTECTED]:~/prova/Mesa$ zcat
../mesa_dri_txc_cvs040908.diff.gz | patch -p0
zcat: ../mesa_dri_txc_cvs040908.diff.gz: No such file or directory
[EMAIL PROTECTED]:~/prova/Mesa$ zcat
../../mesa_dri_txc_cvs040908.diff.gz | patch -p0
patching file src/mesa/drivers/dri/common/xmlpool.h
Reversed (or previously applied) patch detected!  Assume -R? [n]
Apply anyway? [n] n
Skipping patch.
1 out of 1 hunk ignored -- saving rejects to file
src/mesa/drivers/dri/common/xmlpool.h.rej
patching file src/mesa/drivers/dri/i915/i830_texstate.c
Reversed (or previously applied) patch detected!  Assume -R? [n] 

etc...

and some Hunk FAILED messages .

You've worked hard guys in one day ;)

Bye

Marcello


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Re: Can't apply S3TC patch anymore with current Mesa

2004-10-08 Thread Marcello Maggioni
On Fri, 8 Oct 2004 09:42:54 -0400, Alex Deucher [EMAIL PROTECTED] wrote:
 
 
 On Fri, 8 Oct 2004 15:29:38 +0200, Marcello Maggioni [EMAIL PROTECTED] wrote:
  Like the Subject says I can't apply S3TC patch anymore to current Mesa
  tree (works with yesterday tree) .
 
  I get these messages :
 
   [EMAIL PROTECTED]:~/prova/Mesa$ zcat
  ../mesa_dri_txc_cvs040908.diff.gz | patch -p0
  zcat: ../mesa_dri_txc_cvs040908.diff.gz: No such file or directory
  [EMAIL PROTECTED]:~/prova/Mesa$ zcat
  ../../mesa_dri_txc_cvs040908.diff.gz | patch -p0
  patching file src/mesa/drivers/dri/common/xmlpool.h
  Reversed (or previously applied) patch detected!  Assume -R? [n]
  Apply anyway? [n] n
  Skipping patch.
  1 out of 1 hunk ignored -- saving rejects to file
  src/mesa/drivers/dri/common/xmlpool.h.rej
  patching file src/mesa/drivers/dri/i915/i830_texstate.c
  Reversed (or previously applied) patch detected!  Assume -R? [n]
 
  etc...
 
  and some Hunk FAILED messages .
 
  You've worked hard guys in one day ;)
 
 
 the S3tc patch was applied to cvs yesterday.  no need to apply the patch.
 
 Alex
 
 
  Bye
 
  Marcello
 
 

Mmm, that's strange,  because I've a problem in UT2004 menu texture
that is typical of mesa without S3TC patch :/

Don't know why , but the background image in UT2004 menu is white like
if the patch is not applied


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Re: Can't apply S3TC patch anymore with current Mesa

2004-10-08 Thread Marcello Maggioni
On Fri, 8 Oct 2004 16:12:44 +0200, Dieter Nützel
[EMAIL PROTECTED] wrote:
 Am Freitag, 8. Oktober 2004 15:29 schrieb Marcello Maggioni:
  Like the Subject says I can't apply S3TC patch anymore to current Mesa
  tree (works with yesterday tree) .
 
 'Cause it is IN...?! ;-)))
 
  You've worked hard guys in one day ;)
 
 Compiling...
 
 Regards,
Dieter
 

Anyway , with current MESA I haven't the message that claims that DXTn
compression is enabled and UT2004 has that problem ( I've tried many
combinations , and USE_EXTERNAL_DXTN_LIB=1 is set in linux-dri
config file ) .

DXTn library is installed .

Bye

Marcello


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Re: Can't apply S3TC patch anymore with current Mesa

2004-10-08 Thread Marcello Maggioni
On Fri, 8 Oct 2004 16:34:38 +0200, Marcello Maggioni [EMAIL PROTECTED] wrote:
 On Fri, 8 Oct 2004 16:12:44 +0200, Dieter Nützel
 
 
 [EMAIL PROTECTED] wrote:
  Am Freitag, 8. Oktober 2004 15:29 schrieb Marcello Maggioni:
   Like the Subject says I can't apply S3TC patch anymore to current Mesa
   tree (works with yesterday tree) .
 
  'Cause it is IN...?! ;-)))
 
   You've worked hard guys in one day ;)
 
  Compiling...
 
  Regards,
 Dieter
 
 
 Anyway , with current MESA I haven't the message that claims that DXTn
 compression is enabled and UT2004 has that problem ( I've tried many
 combinations , and USE_EXTERNAL_DXTN_LIB=1 is set in linux-dri
 config file ) .
 
 DXTn library is installed .
 
 Bye
 
 Marcello
 

I've found out that if I run applications with root powers DXTn
compression works also with lastest MESA , but I don't like run things
as root , what can I do?

I've also another question . Why ,if I choose in DRICONF Frame
Throttling as Usleep or Busy Waiting I get this message if I try to
run applications as user, do I get this message ? :

IRQ's not enabled, falling back to busy waits: 11 0 201

And why if I run the same application as root I don't get it?

Thanks

Bye

Marcello


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Re: Can't apply S3TC patch anymore with current Mesa

2004-10-08 Thread Marcello Maggioni
On Fri, 8 Oct 2004 18:43:28 +0200, Dieter Nützel
[EMAIL PROTECTED] wrote:
 Am Freitag, 8. Oktober 2004 17:41 schrieb Dieter Nützel:
  Am Freitag, 8. Oktober 2004 17:37 schrieb Felix Kühling:
   On Fri, 8 Oct 2004 17:10:35 +0200
   Dieter Nützel [EMAIL PROTECTED] wrote:
  
   [snip]
  
When I set 'setenv force_s3tc_enable 1' quake3-smp do NOT start
anymore.
   
ATTENTION: default value of option force_s3tc_enable overridden by
environment.
Fatal error in __driConfigOptions line 75, column 0: illegal default
value: 1.
  
   That's because 1 is indeed illegal for boolean options such as
   force_s3tc_enable. Legal values are true and false.
 
  OK, but do not help ;-)
 
  Maybe this the broken? (Taken from Roland's patch):
 
   * GL_EXT_texture_compression_s3tc support.
*/
 
  +#if defined(XFree86LOADER)  defined(IN_MODULE)
  +#define USE_EXTERNAL_DXTN_LIB 0
  +#else
  +#define USE_EXTERNAL_DXTN_LIB 1
  +#endif
 
  Now, we have:
 
  #ifndef USE_EXTERNAL_DXTN_LIB
  #define USE_EXTERNAL_DXTN_LIB 0
  #endif
 
 Found Mesa Error with DOOM3.
 
 using ARB_vertex_buffer_object memory
 using ARB renderSystem
 Mesa 6.3 implementation error: external dxt library not available
 Please report to the Mesa bug database at www.mesa3d.org
 Mesa 6.3 implementation error: external dxt library not available
 Please report to the Mesa bug database at www.mesa3d.org
 
 /home/nuetzel l /usr/lib/libtxc_dxtn.so
 -rwxr-xr-x1 root root19623 2004-06-24
 20:17 /usr/lib/libtxc_dxtn.so
 
 
 
 -Dieter
 
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Deiter, are you able to run Doom3 on your 8500 board?

I get :

--- Input Initialization ---
XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK
XKB extension present on server ( 0x1:0x0 )

--- OSS Sound Initialization ---
opened sound device '/dev/dsp'
/dev/dsp - bit rate: 16, channels: 2, frequency: 44100

...using GL_ARB_multitexture
...using GL_ARB_texture_env_combine
...using GL_ARB_texture_cube_map
...using GL_ARB_texture_env_dot3
...using GL_ARB_texture_env_add
X..GL_ARB_texture_non_power_of_two not found
X..GL_ARB_texture_compression not found
X..GL_EXT_texture_filter_anisotropic not found
...using GL_EXT_texture_lod
...using GL_1.4_texture_lod_bias
X..GL_EXT_shared_texture_palette not found
...using GL_EXT_texture3D
...using GL_EXT_stencil_wrap
X..GL_NV_register_combiners not found
...using GL_EXT_stencil_two_side
X..GL_ATI_fragment_shader not found
X..GL_ATI_text_fragment_shader not found
X..GL_ARB_vertex_buffer_object not found
X..GL_ARB_vertex_program not found
X..GL_ARB_fragment_program not found
X..EXT_depth_bounds_test not found
-- R_NV20_Init --
Not available.
--- R200_Init ---
Not available.
-- R_ARB2_Init --
Not available.
-- R_Exp_Init ---
Disabled at compile time.
-
- R_ReloadARBPrograms -
glprogs/test.vfp: GL_VERTEX_PROGRAM_ARB not available
glprogs/test.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/interaction.vfp: GL_VERTEX_PROGRAM_ARB not available
glprogs/interaction.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/bumpyEnvironment.vfp: GL_VERTEX_PROGRAM_ARB not available
glprogs/bumpyEnvironment.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/ambientLight.vfp: GL_VERTEX_PROGRAM_ARB not available
glprogs/ambientLight.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/shadow.vp: GL_VERTEX_PROGRAM_ARB not available
glprogs/R200_interaction.vp: GL_VERTEX_PROGRAM_ARB not available
glprogs/nv20_bumpAndLight.vp: GL_VERTEX_PROGRAM_ARB not available
glprogs/nv20_diffuseColor.vp: GL_VERTEX_PROGRAM_ARB not available
glprogs/nv20_specularColor.vp: GL_VERTEX_PROGRAM_ARB not available
glprogs/nv20_diffuseAndSpecularColor.vp: GL_VERTEX_PROGRAM_ARB not available
glprogs/environment.vfp: GL_VERTEX_PROGRAM_ARB not available
glprogs/environment.vfp: GL_FRAGMENT_PROGRAM_ARB not available
---
WARNING: vertex array range in virtual memory (SLOW)
signal caught: Segmentation fault
si_code 1
Trying to exit gracefully..
Shutting down sound hardware
--- OSS Sound Shutdown ---
unmap dma sound buffer
close sound device
--
idRenderSystem::Shutdown()
[EMAIL PROTECTED]:~/driconf-0.2.2$

Have you some particular settings?


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Re: Can't apply S3TC patch anymore with current Mesa

2004-10-08 Thread Marcello Maggioni
On Fri, 08 Oct 2004 19:18:30 +0200, Roland Scheidegger
[EMAIL PROTECTED] wrote:
 Marcello Maggioni wrote:
  I get :
  WARNING: vertex array range in virtual memory (SLOW)
  signal caught: Segmentation fault
  si_code 1
  Trying to exit gracefully..
  Shutting down sound hardware
 
 You don't list what you got as renderer, but this sounds to me like you
 got indirect rendering. You need to use LD_PRELOAD=/usr/lib/libGL.so to
 get it work, since doom3 dlopens libGL.so without RTLD_GLOBAL which will
 cause all Mesa-built dri drivers to fail.
 
 Roland
 


Ok, With Roland suggestion Doom3 works , but I have textures on people
not very good . It's only a problem of mine or is common? I had to
disable TCL to make the texture visible :)


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Re: Can't apply S3TC patch anymore with current Mesa

2004-10-08 Thread Marcello Maggioni
On Fri, 8 Oct 2004 20:44:14 +0200, Dieter Nützel
[EMAIL PROTECTED] wrote:
 OK, I have a fix.
 
  Now, we have:
 
  #ifndef USE_EXTERNAL_DXTN_LIB
  #define USE_EXTERNAL_DXTN_LIB 0
  #endif
 
 --- src/mesa/main/texcompress_s3tc.c.orig   2004-10-08 15:12:34.0
 +0200
 +++ src/mesa/main/texcompress_s3tc.c2004-10-08 19:54:43.0 +0200
 @@ -29,7 +29,11 @@
   */
 
  #ifndef USE_EXTERNAL_DXTN_LIB
 +#if defined(XFree86LOADER)  defined(IN_MODULE)
  #define USE_EXTERNAL_DXTN_LIB 0
 +#else
 +#define USE_EXTERNAL_DXTN_LIB 1
 +#endif
  #endif
 
  #include glheader.h
 
 Works, with UT2k3  UT2k4, DOOM3, Q3A, etc.
 
 Now, let's get to the TCL DOOM3 issues (dark lines across the textures)...
 
 -Dieter
 


The fix doesn't work with me :(


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Re: Can't apply S3TC patch anymore with current Mesa

2004-10-08 Thread Marcello Maggioni
On Fri, 08 Oct 2004 13:23:03 -0700, Eric Anholt [EMAIL PROTECTED] wrote:
 On Fri, 2004-10-08 at 08:41, Dieter Nützel wrote:
  Am Freitag, 8. Oktober 2004 17:37 schrieb Felix Kühling:
   On Fri, 8 Oct 2004 17:10:35 +0200
   Dieter Nützel [EMAIL PROTECTED] wrote:
  
   [snip]
  
When I set 'setenv force_s3tc_enable 1' quake3-smp do NOT start anymore.
   
ATTENTION: default value of option force_s3tc_enable overridden by
environment.
Fatal error in __driConfigOptions line 75, column 0: illegal default
value: 1.
  
   That's because 1 is indeed illegal for boolean options such as
   force_s3tc_enable. Legal values are true and false.
 
  OK, but do not help ;-)
 
 It's working for myself and Roland.  What build system are you using?  I
 only added the USE_EXTERNAL_DXTN_LIB=1 define in Mesa linux-dri (and
 therefore linux-dri-x86) target.  If you're using something else, you'll
 have to add the define to whatever CFLAGS there.
 
 --
 Eric Anholt[EMAIL PROTECTED]
 http://people.freebsd.org/~anholt/ [EMAIL PROTECTED]
 
 
 
 
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I have already -DUSE_EXTERNAL_DXTN_LIB=1 in my CFLAGS , I need something more?


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Re: R200 ReadPixels optimization

2004-10-08 Thread Marcello Maggioni
On Fri, 08 Oct 2004 15:12:51 -0700, Ian Romanick [EMAIL PROTECTED] wrote:
 Marcello Maggioni wrote:
 
  I experience a great slowdown in using this patch .
 
  [EMAIL PROTECTED]:~/driconf-0.2.2$ glxgears
  Mesa: software DXTn compression/decompression available
  Using MMX version of ReadRGBASpan
  27 frames in 5.1 seconds =  5.320 FPS
  25 frames in 5.0 seconds =  4.982 FPS
  [EMAIL PROTECTED]:~/driconf-0.2.2$
 
 That's just weird.  glxgears should never end up in any of the code
 modified by this patch.  I get ~1600 fps on my box with the patch
 applied.  Do you have any other patches?
 
 There is one known bug in the patch.  I accidentally left it set so that
 the SSE and SSE2 versions were never used.  That's why you get the
 Using MMX version message.  I should have an updated version in a bit.
 


Mmm, I rebooted my system and now GLXGEARS is back to acceptable values.

Probably only rebooting X wasn't enough :)

I'm waiting for the SSE version :)

Bye


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Re: r200 comment.. shock rifle issue..

2004-10-02 Thread Marcello Maggioni
On Sat, 2 Oct 2004 03:49:16 +0100 (IST), Dave Airlie [EMAIL PROTECTED] wrote:
 
 from r200_texstate.c:1340
 
  maybe needs to be done pairwise due to 2 parallel (physical) tex units ?
  looks like that's not the case, if 8500/9100 owners don't
 complain remove this...
 
 Anyone want to bet this has something to do with the shock rifle..
 probably not but the comment stood out at me..
 
 Dave.
 
 --
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 http://www.skynet.ie/~airlied / airlied at skynet.ie
 pam_smb / Linux DECstation / Linux VAX / ILUG person
 
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If testing is needed I'm here

Bye

Marcello


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Re: UT2004 freeze when shooting with Shock Rifle

2004-09-23 Thread Marcello Maggioni
On Sun, 19 Sep 2004 11:10:43 +0200, Marcello Maggioni [EMAIL PROTECTED] wrote:
 On Sun, 19 Sep 2004 10:59:25 +0200, Marcello Maggioni [EMAIL PROTECTED] wrote:
 
  I've finally done it :)
 
  It was quite difficult , the rendering speed was too slow and I
  couldn't reproduce the freeze with that speed (the game took hours to
  load into a stage ) .
 
  So I had to enable NMI_WATCHDOG then redirect the output of
  R200_DEBUG=san into /dev/shm (the memory is much faster than the HD! )
  and then access by SSH into the system and copy the log file into a
  real filesystem before rebooting .
 
  Anyway now I have the log file , but the problem is that are 210 MB
  (6MB compressed) :O
 
  What should I do? posting it to the ML or not??
 
  Bye
 
  Marcello
 
 
 Ehm, I quote myself :P
 
 I've put it on my webspace, if you want to download it the URL is :
 
 http://www.webalice.it/hayarms/ut2004lock.log.bz2
 
 I hope that this can help :)
 
 If you need some testing I'm here ... :)
 
 Bye
 
 Marcello
 


Up :)


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Re: UT2004 freeze when shooting with Shock Rifle

2004-09-19 Thread Marcello Maggioni
On Sun, 12 Sep 2004 22:00:45 +0200, Roland Scheidegger
[EMAIL PROTECTED] wrote:
 
 
 Marcello Maggioni wrote:
  On Sun, 12 Sep 2004 00:34:01 +0200, Roland Scheidegger
  [EMAIL PROTECTED] wrote:
 
 
 Marcello Maggioni wrote:
 
 My card is a 3D prophet Radeon 8500LE with R200 ,My drivers are the
 lastest taken yesterday from CVS.
 
 I've downloaded the demo , and the game seemed to run fine  at
 least until I tried to shoot with a Shock Rifle .
 
 Just after the laser beam started to run from my rifle to the target
 the system simply freezed .
 
 No one has ideas or info about this?
 
 I think some time ago it was suggested to create a small, empty room and
 fire the shock rifle in that (and log the commands submitted to the gpu)
 to see what's going on. I'll might just do that if I find some time,
 though the fact that the lockup doesn't happen on anything else than
 real R200 and not the derivative chips doesn't really help (and it
 does not only not lockup on rv250, but actually looks correct too).
 
 Roland
 
 
 
  Hi . I've heard of this . I can do those test if you can tell me how
  to catch the commands submitted to the GPU into a file or in some
  other ways .
 Basically, you can simply use R200_DEBUG environment variable set to
 sanity (there are other deubg values possible - see dri_debug_control
 in r200_context.c), so start with something like R200_DEBUG=san ut2k4
  ut2k4debugsan.log.
 However, there are some problems with that approach:
 1) the log file will be HUGE (basically 3d rendering speed will be
 limited by how fast your hd can write the log file...).
 2) you don't know what exactly to look for in the output - the commands
 which caused the GPU lockup are typically not exactly at the end, but
 somewhat before that.
 
 Roland
 


I've finally done it :)

It was quite difficult , the rendering speed was too slow and I
couldn't reproduce the freeze with that speed (the game took hours to
load into a stage ) .

So I had to enable NMI_WATCHDOG then redirect the output of
R200_DEBUG=san into /dev/shm (the memory is much faster than the HD! )
and then access by SSH into the system and copy the log file into a
real filesystem before rebooting .

Anyway now I have the log file , but the problem is that are 210 MB
(6MB compressed) :O

What should I do? posting it to the ML or not?? 

Bye

Marcello


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Re: UT2004 freeze when shooting with Shock Rifle

2004-09-19 Thread Marcello Maggioni
On Sun, 19 Sep 2004 10:59:25 +0200, Marcello Maggioni [EMAIL PROTECTED] wrote:

 I've finally done it :)
 
 It was quite difficult , the rendering speed was too slow and I
 couldn't reproduce the freeze with that speed (the game took hours to
 load into a stage ) .
 
 So I had to enable NMI_WATCHDOG then redirect the output of
 R200_DEBUG=san into /dev/shm (the memory is much faster than the HD! )
 and then access by SSH into the system and copy the log file into a
 real filesystem before rebooting .
 
 Anyway now I have the log file , but the problem is that are 210 MB
 (6MB compressed) :O
 
 What should I do? posting it to the ML or not??
 
 Bye
 
 Marcello
 

Ehm, I quote myself :P

I've put it on my webspace, if you want to download it the URL is :

http://www.webalice.it/hayarms/ut2004lock.log.bz2

I hope that this can help :)

If you need some testing I'm here ... :)

Bye

Marcello


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Re: [r200] updated drm.watchdog.3 version

2004-09-13 Thread Marcello Maggioni
On Mon, 13 Sep 2004 23:08:07 +0200, Roland Scheidegger
[EMAIL PROTECTED] wrote:
 Dieter Nützel wrote:
  Am Montag, 13. September 2004 22:08 schrieb Dieter Nützel:
 
 I've updated the drm.watchdog.2.patch
 http://marc.theaimsgroup.com/?l=dri-develm=108551485018672w=2
 to latest DRM CVS and it works together with
 ati.unlock.1.patch and ati.drm-r300-version.1.patch
 http://marc.theaimsgroup.com/?l=dri-develm=108551675805810w=2
 when the UT2003/2004 lockups ('Shock Rifle') arise.
 
 But the 3D engine wouldn't run again before a hard reset take place ;-(
 Any newly started 3D app would be stopped after an empty window popped up.
 
 
  Addition:
 
  After I've stopped X, 'rrmod radeon', reloaded it and restarted X I could run
  all 3D apps, again. No reboot needed - GREAT.
 
 Does the switch to console - switch back to X (to trigger the resume
 code) trick no longer work as it did previously?
 
 Roland
 
 
 
 
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Hey, that's pretty good! 

Tomorrow I'll make some tests too with the method that Roland has explained me .

In your opinion guys , there is a possibility to prevent this lockup ?

Bye

Marcello


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Re: UT2004 freeze when shooting with Shock Rifle

2004-09-11 Thread Marcello Maggioni
On Fri, 10 Sep 2004 19:52:55 +0200, Marcello Maggioni [EMAIL PROTECTED] wrote:
 Hi all ,
 
 I've posted for AA few days ago, and I'm here again :)
 
 Now the problem is with UT2004 .
 
 My card is a 3D prophet Radeon 8500LE with R200 ,My drivers are the
 lastest taken yesterday from CVS.
 
 I've downloaded the demo , and the game seemed to run fine  at
 least until I tried to shoot with a Shock Rifle .
 
 Just after the laser beam started to run from my rifle to the target
 the system simply freezed .
 
 I've tried all the sort of workarounds , disable all effects, running
 at 640x480 at 16bit , disable TCL , disable Texture Units etc etc ...
 no way.
 
 I've enabled the NMI Watchdog and after that I can SSH into the system
 and try to reboot (the system doesn't reboot, but seem that the
 filesystems are umounted anyway) .
 
 It's a pity, because the game runs fine until the player or a BOT try
 to shoot with the Shock Rifle .
 
 Thanks for your work :)
 
 Bye
 
 Marcello
 
 Here my GLXINFO:
 
 [EMAIL PROTECTED]:~$ glxinfo -l
 name of display: :0.0
 Mesa: software DXTn compression/decompression available
 
 display: :0  screen: 0
 direct rendering: Yes
 server glx vendor string: SGI
 server glx version string: 1.2
 server glx extensions:
 GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating,
 GLX_EXT_import_context, GLX_OML_swap_method, GLX_SGI_make_current_read,
 GLX_SGIS_multisample, GLX_SGIX_fbconfig
 client glx vendor string: SGI
 client glx version string: 1.4
 client glx extensions:
 GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
 GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory,
 GLX_MESA_swap_control, GLX_MESA_swap_frame_usage, GLX_OML_swap_method,
 GLX_OML_sync_control, GLX_SGI_make_current_read, GLX_SGI_swap_control,
 GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig,
 GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group
 GLX extensions:
 GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
 GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory,
 GLX_MESA_swap_control, GLX_MESA_swap_frame_usage, GLX_OML_swap_method,
 GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig
 OpenGL vendor string: Tungsten Graphics, Inc.
 OpenGL renderer string: Mesa DRI R200 20040906 AGP 1x x86/MMX+/3DNow!+/SSE TCL
 OpenGL version string: 1.3 Mesa 6.2
 OpenGL extensions:
 GL_ARB_imaging, GL_ARB_multisample, GL_ARB_multitexture,
 GL_ARB_texture_border_clamp, GL_ARB_texture_compression,
 GL_ARB_texture_cube_map, GL_ARB_texture_env_add,
 GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3,
 GL_ARB_texture_mirrored_repeat, GL_ARB_texture_rectangle,
 GL_ARB_transpose_matrix, GL_ARB_vertex_buffer_object,
 GL_ARB_vertex_program, GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra,
 GL_EXT_blend_color, GL_EXT_blend_equation_separate,
 GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract,
 GL_EXT_clip_volume_hint, GL_EXT_compiled_vertex_array, GL_EXT_convolution,
 GL_EXT_copy_texture, GL_EXT_draw_range_elements, GL_EXT_histogram,
 GL_EXT_packed_pixels, GL_EXT_polygon_offset, GL_EXT_rescale_normal,
 GL_EXT_secondary_color, GL_EXT_separate_specular_color,
 GL_EXT_stencil_wrap, GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D,
 GL_EXT_texture_compression_s3tc, GL_EXT_texture_edge_clamp,
 GL_EXT_texture_env_add, GL_EXT_texture_env_combine,
 GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,
 GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,
 GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_vertex_array,
 GL_APPLE_packed_pixels, GL_ATI_blend_equation_separate,
 GL_ATI_texture_env_combine3, GL_ATI_texture_mirror_once,
 GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat,
 GL_INGR_blend_func_separate, GL_MESA_pack_invert, GL_MESA_ycbcr_texture,
 GL_MESA_window_pos, GL_NV_blend_square, GL_NV_light_max_exponent,
 GL_NV_texture_rectangle, GL_NV_texgen_reflection, GL_SGI_color_matrix,
 GL_SGI_color_table, GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp,
 GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_S3_s3tc
 OpenGL limits:
 GL_MAX_ATTRIB_STACK_DEPTH = 16
 GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 16
 GL_MAX_CLIP_PLANES = 6
 GL_MAX_COLOR_MATRIX_STACK_DEPTH = 4
 GL_MAX_ELEMENTS_VERTICES = 3000
 GL_MAX_ELEMENTS_INDICES = 3000
 GL_MAX_EVAL_ORDER = 30
 GL_MAX_LIGHTS = 8
 GL_MAX_LIST_NESTING = 64
 GL_MAX_MODELVIEW_STACK_DEPTH = 32
 GL_MAX_NAME_STACK_DEPTH = 64
 GL_MAX_PIXEL_MAP_TABLE = 256
 GL_MAX_PROJECTION_STACK_DEPTH = 32
 GL_MAX_TEXTURE_STACK_DEPTH = 10
 GL_MAX_TEXTURE_SIZE = 1024
 GL_MAX_3D_TEXTURE_SIZE = 64
 GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB = 256
 GL_MAX_RECTANGLE_TEXTURE_SIZE_NV = 1024
 GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB = 7
 GL_MAX_TEXTURE_UNITS_ARB = 6

Re: UT2004 freeze when shooting with Shock Rifle

2004-09-11 Thread Marcello Maggioni
On Sun, 12 Sep 2004 00:34:01 +0200, Roland Scheidegger
[EMAIL PROTECTED] wrote:
 
 
 Marcello Maggioni wrote:
 My card is a 3D prophet Radeon 8500LE with R200 ,My drivers are the
 lastest taken yesterday from CVS.
 
 I've downloaded the demo , and the game seemed to run fine  at
 least until I tried to shoot with a Shock Rifle .
 
 Just after the laser beam started to run from my rifle to the target
 the system simply freezed .
  No one has ideas or info about this?
 
 I think some time ago it was suggested to create a small, empty room and
 fire the shock rifle in that (and log the commands submitted to the gpu)
 to see what's going on. I'll might just do that if I find some time,
 though the fact that the lockup doesn't happen on anything else than
 real R200 and not the derivative chips doesn't really help (and it
 does not only not lockup on rv250, but actually looks correct too).
 
 Roland
 

Hi . I've heard of this . I can do those test if you can tell me how
to catch the commands submitted to the GPU into a file or in some
other ways .

Thanks for your work

Marcello


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UT2004 freeze when shooting with Shock Rifle

2004-09-10 Thread Marcello Maggioni
Hi all ,

I've posted for AA few days ago, and I'm here again :) 

Now the problem is with UT2004 .

My card is a 3D prophet Radeon 8500LE with R200 ,My drivers are the
lastest taken yesterday from CVS.

I've downloaded the demo , and the game seemed to run fine  at
least until I tried to shoot with a Shock Rifle .

Just after the laser beam started to run from my rifle to the target
the system simply freezed .

I've tried all the sort of workarounds , disable all effects, running
at 640x480 at 16bit , disable TCL , disable Texture Units etc etc ...
no way.

I've enabled the NMI Watchdog and after that I can SSH into the system
and try to reboot (the system doesn't reboot, but seem that the
filesystems are umounted anyway) .

It's a pity, because the game runs fine until the player or a BOT try
to shoot with the Shock Rifle .

Thanks for your work :)

Bye

Marcello

Here my GLXINFO:

[EMAIL PROTECTED]:~$ glxinfo -l
name of display: :0.0
Mesa: software DXTn compression/decompression available

display: :0  screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.2
server glx extensions:
GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating,
GLX_EXT_import_context, GLX_OML_swap_method, GLX_SGI_make_current_read,
GLX_SGIS_multisample, GLX_SGIX_fbconfig
client glx vendor string: SGI
client glx version string: 1.4
client glx extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory,
GLX_MESA_swap_control, GLX_MESA_swap_frame_usage, GLX_OML_swap_method,
GLX_OML_sync_control, GLX_SGI_make_current_read, GLX_SGI_swap_control,
GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group
GLX extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory,
GLX_MESA_swap_control, GLX_MESA_swap_frame_usage, GLX_OML_swap_method,
GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig
OpenGL vendor string: Tungsten Graphics, Inc.
OpenGL renderer string: Mesa DRI R200 20040906 AGP 1x x86/MMX+/3DNow!+/SSE TCL
OpenGL version string: 1.3 Mesa 6.2
OpenGL extensions:
GL_ARB_imaging, GL_ARB_multisample, GL_ARB_multitexture,
GL_ARB_texture_border_clamp, GL_ARB_texture_compression,
GL_ARB_texture_cube_map, GL_ARB_texture_env_add,
GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3,
GL_ARB_texture_mirrored_repeat, GL_ARB_texture_rectangle,
GL_ARB_transpose_matrix, GL_ARB_vertex_buffer_object,
GL_ARB_vertex_program, GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra,
GL_EXT_blend_color, GL_EXT_blend_equation_separate,
GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract,
GL_EXT_clip_volume_hint, GL_EXT_compiled_vertex_array, GL_EXT_convolution,
GL_EXT_copy_texture, GL_EXT_draw_range_elements, GL_EXT_histogram,
GL_EXT_packed_pixels, GL_EXT_polygon_offset, GL_EXT_rescale_normal,
GL_EXT_secondary_color, GL_EXT_separate_specular_color,
GL_EXT_stencil_wrap, GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D,
GL_EXT_texture_compression_s3tc, GL_EXT_texture_edge_clamp,
GL_EXT_texture_env_add, GL_EXT_texture_env_combine,
GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,
GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,
GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_vertex_array,
GL_APPLE_packed_pixels, GL_ATI_blend_equation_separate,
GL_ATI_texture_env_combine3, GL_ATI_texture_mirror_once,
GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat,
GL_INGR_blend_func_separate, GL_MESA_pack_invert, GL_MESA_ycbcr_texture,
GL_MESA_window_pos, GL_NV_blend_square, GL_NV_light_max_exponent,
GL_NV_texture_rectangle, GL_NV_texgen_reflection, GL_SGI_color_matrix,
GL_SGI_color_table, GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp,
GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_S3_s3tc
OpenGL limits:
GL_MAX_ATTRIB_STACK_DEPTH = 16
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH = 16
GL_MAX_CLIP_PLANES = 6
GL_MAX_COLOR_MATRIX_STACK_DEPTH = 4
GL_MAX_ELEMENTS_VERTICES = 3000
GL_MAX_ELEMENTS_INDICES = 3000
GL_MAX_EVAL_ORDER = 30
GL_MAX_LIGHTS = 8
GL_MAX_LIST_NESTING = 64
GL_MAX_MODELVIEW_STACK_DEPTH = 32
GL_MAX_NAME_STACK_DEPTH = 64
GL_MAX_PIXEL_MAP_TABLE = 256
GL_MAX_PROJECTION_STACK_DEPTH = 32
GL_MAX_TEXTURE_STACK_DEPTH = 10
GL_MAX_TEXTURE_SIZE = 1024
GL_MAX_3D_TEXTURE_SIZE = 64
GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB = 256
GL_MAX_RECTANGLE_TEXTURE_SIZE_NV = 1024
GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB = 7
GL_MAX_TEXTURE_UNITS_ARB = 6
GL_MAX_TEXTURE_LOD_BIAS_EXT = 11
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 16
GL_MAX_VIEWPORT_DIMS = 4096, 4096
GL_ALIASED_LINE_WIDTH_RANGE = 1, 10
GL_SMOOTH_LINE_WIDTH_RANGE = 

[R200] Lockups after few time in America's Army

2004-09-09 Thread Marcello Maggioni
Hi all,

I'm using a 3D prophet Radeon 8500LE and the lastest DRI drivers from
CVS + S3TC patch .

I've noticed that I can't play to ArmyOps , because after few time
I've started the game the game image simply freeze . I can hear the
sound of the game, but I can't do anything. CTRL + ALT + BACKSPACE
doesn't work , CTRL + ALT + CANC neither , the system is locked up .

I've already tried with AGP 4x and 1x , with and without PageFlip , but no luck.

Here is my driver version:

Bye

Marcello

[EMAIL PROTECTED]:~$ glxinfo
name of display: :0.0
Mesa: software DXTn compression/decompression available
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.2
server glx extensions:
GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating,
GLX_EXT_import_context, GLX_OML_swap_method, GLX_SGI_make_current_read,
GLX_SGIS_multisample, GLX_SGIX_fbconfig
client glx vendor string: SGI
client glx version string: 1.4
client glx extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory,
GLX_MESA_swap_control, GLX_MESA_swap_frame_usage, GLX_OML_swap_method,
GLX_OML_sync_control, GLX_SGI_make_current_read, GLX_SGI_swap_control,
GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group
GLX extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context,
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory,
GLX_MESA_swap_control, GLX_MESA_swap_frame_usage, GLX_OML_swap_method,
GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig
OpenGL vendor string: Tungsten Graphics, Inc.
OpenGL renderer string: Mesa DRI R200 20040906 AGP 1x x86/MMX+/3DNow!+/SSE TCL
OpenGL version string: 1.3 Mesa 6.2
OpenGL extensions:
GL_ARB_imaging, GL_ARB_multisample, GL_ARB_multitexture,
GL_ARB_texture_border_clamp, GL_ARB_texture_compression,
GL_ARB_texture_cube_map, GL_ARB_texture_env_add,
GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3,
GL_ARB_texture_mirrored_repeat, GL_ARB_texture_rectangle,
GL_ARB_transpose_matrix, GL_ARB_vertex_buffer_object,
GL_ARB_vertex_program, GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra,
GL_EXT_blend_color, GL_EXT_blend_equation_separate,
GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract,
GL_EXT_clip_volume_hint, GL_EXT_compiled_vertex_array, GL_EXT_convolution,
GL_EXT_copy_texture, GL_EXT_draw_range_elements, GL_EXT_histogram,
GL_EXT_packed_pixels, GL_EXT_polygon_offset, GL_EXT_rescale_normal,
GL_EXT_secondary_color, GL_EXT_separate_specular_color,
GL_EXT_stencil_wrap, GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D,
GL_EXT_texture_compression_s3tc, GL_EXT_texture_edge_clamp,
GL_EXT_texture_env_add, GL_EXT_texture_env_combine,
GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,
GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,
GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_vertex_array,
GL_APPLE_packed_pixels, GL_ATI_blend_equation_separate,
GL_ATI_texture_env_combine3, GL_ATI_texture_mirror_once,
GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat,
GL_INGR_blend_func_separate, GL_MESA_pack_invert, GL_MESA_ycbcr_texture,
GL_MESA_window_pos, GL_NV_blend_square, GL_NV_light_max_exponent,
GL_NV_texture_rectangle, GL_NV_texgen_reflection, GL_SGI_color_matrix,
GL_SGI_color_table, GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp,
GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_S3_s3tc
glu version: 1.3
glu extensions:
GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess

   visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav
 id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat
--
0x23 24 tc  0 32  0 r  .  .  8  8  8  8  0 24  0  0  0  0  0  0 0 None
0x24 24 tc  0 32  0 r  .  .  8  8  8  8  0 24  8  0  0  0  0  0 0 None
0x25 24 tc  0 32  0 r  .  .  8  8  8  8  0 24  0 16 16 16 16  0 0 Slow
0x26 24 tc  0 32  0 r  .  .  8  8  8  8  0 24  8 16 16 16 16  0 0 Slow
0x27 24 tc  0 32  0 r  y  .  8  8  8  8  0 24  0  0  0  0  0  0 0 None
0x28 24 tc  0 32  0 r  y  .  8  8  8  8  0 24  8  0  0  0  0  0 0 None
0x29 24 tc  0 32  0 r  y  .  8  8  8  8  0 24  0 16 16 16 16  0 0 Slow
0x2a 24 tc  0 32  0 r  y  .  8  8  8  8  0 24  8 16 16 16 16  0 0 Slow
0x2b 24 dc  0 32  0 r  .  .  8  8  8  8  0 24  0  0  0  0  0  0 0 None
0x2c 24 dc  0 32  0 r  .  .  8  8  8  8  0 24  8  0  0  0  0  0 0 None
0x2d 24 dc  0 32  0 r  .  .  8  8  8  8  0 24  0 16 16 16 16  0 0 Slow
0x2e 24 dc  0 32  0 r  .  .  8  8  8  8  0 24  8 16 16 16 16  0 0 Slow
0x2f 24 dc  0 32  0 r  y  .  8  8  8  8  0 24  0  0  0  0  0  0 0 None
0x30 24 dc  0 32  0 r  y  .  8  8  8  8  0 24  8  0  0  0  0  0 0 None
0x31 24 dc  0 32  0 r