Re: [Dri-devel] hw cursor in mach64

2001-12-03 Thread Sergey V. Udaltsov

Hi all

It seems people are actively testing mach64 branch. So I have a couple
of questions:
1. Could anyone please periodically make binary snapshots including only
X server, necessary libs and little (~10 lines) readme?
2. Is mach64 driver binary compatible with XFree 4.1.0 or does it depend
on some 4.2 APIs?

Unfortunately I cannot afford take the whole XFree branch and build it
on my machine, but I would really like to play in testing dri/mach64.

Thanks a lot,

Sergey V. Udaltsov



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Re: [Dri-devel] hw cursor in mach64

2001-12-03 Thread Jose Fonseca

As far as I know this is not so simple as a X server and libs. You also
have the kernel modules... and those are tied to the kernel version 
configuration you have.

If the problem you have is hard disk space (you need about 500 Mb) you
could try to build on a remote machine disk, mounted via samba or nfs.

If the problem is slow/expensive internet connection I think that I it
would be no problem if I hosted a bzipped tarball of the mach64 branch
snapshot.

Regards,

Jose Fonseca

On Mon, 2001-12-03 at 15:11, Sergey V. Udaltsov wrote:
 Hi all
 
 It seems people are actively testing mach64 branch. So I have a couple
 of questions:
 1. Could anyone please periodically make binary snapshots including only
 X server, necessary libs and little (~10 lines) readme?
 2. Is mach64 driver binary compatible with XFree 4.1.0 or does it depend
 on some 4.2 APIs?
 
 Unfortunately I cannot afford take the whole XFree branch and build it
 on my machine, but I would really like to play in testing dri/mach64.
 
 Thanks a lot,
 
 Sergey V. Udaltsov
 



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Re: [Dri-devel] hw cursor in mach64

2001-12-03 Thread Sergey V. Udaltsov

 As far as I know this is not so simple as a X server and libs. You also
 have the kernel modules... and those are tied to the kernel version 
 configuration you have.
AFAIR there is a way to build kernel modules without precise kernel
version dependance (correct me if I am wrong) - as long as all external
symbols as resolved, the module will be loaded.

 If the problem you have is hard disk space (you need about 500 Mb) you
 could try to build on a remote machine disk, mounted via samba or nfs.
:) If I only had this machine:) There are only 2 machines in the company
with Linux: my laptop and server. Nobody is going to let me build
something on the server (and it does make sense:).

 If the problem is slow/expensive internet connection I think that I it
 would be no problem if I hosted a bzipped tarball of the mach64 branch
 snapshot.
In sources? :( I am not sure it will help me (see above). BTW, what
would be the size of the archive (because traffic is an issue for me)?

So, the question is: whether there is a way to build kernel modules for
generic 2.4.x? Will this cause trouble? Also, my second question is
still remaining: will the server and libs be compatible with XFree 4.1.0
from RH7.2 distro?

Regards,

Sergey

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Re: [Dri-devel] hw cursor in mach64

2001-12-03 Thread Leif Delgass

I get the garbled pointer in UT too.  Also, the only way I can get
wall/ceiling/floor textures to show up is by disabling lighting altogether
(with NoLighting=True under [SDLDrv.SDLClient]).  Otherwise I just get
white instead of textures.  I had the same thing with q3demo until I set
lighting to vertex instead of lightmap.  I get a garbled pointer in
q3demo with lightmap, but I haven't seen it in vertex lighting yet.  Does
anyone know what might be the problem with textures and lighting, (maybe a 
problem with multitexturing)?  

--Leif

On 3 Dec 2001, Jose Fonseca wrote:

 I've been testing the mach64-0-02-branch on my laptop (ATI Mobility 4Mb)
 and in Unreal a semi-transparent garbled sprite appears on the middle of
 the screen - it's the hw cursor that wasn't properly erased because this
 behavior disappears when the X server is started with the 'sw_cursor'.
 
 This appears during game and menus - it seems that Unreal draws itself
 the cursor by software regardless of the availability of hardware
 acceleration.
 
 Any ideas?
 
 Regards,
 Jose Fonseca
 
 
 
 
 
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Re: [Dri-devel] hw cursor in mach64

2001-12-03 Thread Leif Delgass

On Mon, 3 Dec 2001, Otto E Solares wrote:

 On Mon, Dec 03, 2001 at 03:09:13PM -0500, Leif Delgass wrote:
  I get the garbled pointer in UT too.  Also, the only way I can get
  wall/ceiling/floor textures to show up is by disabling lighting altogether
  (with NoLighting=True under [SDLDrv.SDLClient]).  Otherwise I just get
  white instead of textures.  I had the same thing with q3demo until I set
  lighting to vertex instead of lightmap.  I get a garbled pointer in
  q3demo with lightmap, but I haven't seen it in vertex lighting yet.  Does
  anyone know what might be the problem with textures and lighting, (maybe a 
  problem with multitexturing)?  
 
 i had exactly the same problem in quake3 and rtcw with the white walls
 until i disable gl extensions on options and problem gone, but the
 problem with a rectangle on center on the screen is boring me, will try
 disabling hw cursor.

Well, I tried lightmap with gl extensions disabled and the lighting 
definitely looks better, but it runs slower (compiled vertex arrays are 
also disabled).  I noticed that with extensions/multitexturing on, I see 
GL_MAX_ACTIVE_TEXTURES_ARB: 2 on the console.  Maybe quake needs 3 
textures: wall + lightmap + damage?

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http://www.retinalburn.net


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Re: [Dri-devel] hw cursor in mach64

2001-12-03 Thread Zephaniah E\. Hull

On Mon, Dec 03, 2001 at 03:09:13PM -0500, Leif Delgass wrote:
 I get the garbled pointer in UT too.  Also, the only way I can get
 wall/ceiling/floor textures to show up is by disabling lighting altogether
 (with NoLighting=True under [SDLDrv.SDLClient]).  Otherwise I just get
 white instead of textures.  I had the same thing with q3demo until I set
 lighting to vertex instead of lightmap.  I get a garbled pointer in
 q3demo with lightmap, but I haven't seen it in vertex lighting yet.  Does
 anyone know what might be the problem with textures and lighting, (maybe a 
 problem with multitexturing)?  

Try disabling multitexture, if you have the Q1 gamedata then I would
not mind hearing if it works with twilight with a few different
settings.

Zephaniah E. Hull.
 
 --Leif

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Re: [Dri-devel] hw cursor in mach64

2001-12-03 Thread Jose Fonseca

Leif,

I've managed to solve that same problem by leaving
NoLighting=False and
changing UseMultiTexture=0.

Fortunatly we can get the source for the
OpenGLDrv at http://openut.sourceforge.net . I'm sure
that that will help
us find the source of these problems...

Regards,

Jose Fonseca

On 2001.12.03 20:09 Leif Delgass wrote:
 I get the garbled pointer in UT too.  Also, the only
way I can get
 wall/ceiling/floor textures to show up is by
disabling lighting
 altogether
 (with NoLighting=True under [SDLDrv.SDLClient]). 
Otherwise I just get
 white instead of textures.  I had the same thing
with q3demo until I set
 lighting to vertex instead of lightmap.  I get a
garbled pointer in
 q3demo with lightmap, but I haven't seen it in
vertex lighting yet.  Does
 anyone know what might be the problem with textures
and lighting, (maybe
 a
 problem with multitexturing)?

 --Leif

 On 3 Dec 2001, Jose Fonseca wrote:

  I've been testing the mach64-0-02-branch on my
laptop (ATI Mobility
 4Mb)
  and in Unreal a semi-transparent garbled sprite
appears on the middle
 of
  the screen - it's the hw cursor that wasn't
properly erased because
 this
  behavior disappears when the X server is started
with the 'sw_cursor'.
 
  This appears during game and menus - it seems that
Unreal draws itself
  the cursor by software regardless of the
availability of hardware
  acceleration.
 
  Any ideas?
 
  Regards,
  Jose Fonseca
 

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




Nokia 5510 looks weird sounds great. 
Go to http://uk.promotions.yahoo.com/nokia/ discover and win it! 
The competition ends 16 th of December 2001.

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