Re: New Debian packages built from Xorg
In [EMAIL PROTECTED] John Lightsey [EMAIL PROTECTED] wrote: I'm still wondering where /usr/X11R6/lib/modules/codeconv/ went though. Is there a define to build these libraries that isn't in the sample host.def for Xorg? Are they necessary for languages other than English? Codeconv modules are gone. They are only used by X-TT TruetType font rendering backend. Most X-TT functions are merged into FreeType font rendering backend now, and X-TT related codes are dropped from tree. FreeType backend uses encoding files (under /usr/X11R6/lib/X11/fonts/encoding) for font encoding conversion. So, we are not needed codeconv modules any more. -- ISHIKAWA Mutsumi [EMAIL PROTECTED], [EMAIL PROTECTED], [EMAIL PROTECTED] --- The SF.Net email is sponsored by: Beat the post-holiday blues Get a FREE limited edition SourceForge.net t-shirt from ThinkGeek. It's fun and FREE -- well, almosthttp://www.thinkgeek.com/sfshirt -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: New Debian packages built from Xorg
Hi John, I was feeling a bit frisky yesterday and built new DRI packages for Debian Unstable using the Xorg xc tree. Any feedback would be greatly appreciated. Works like a charm here. (Toshiba Portege 7220cte laptop w/ Debian sarge) I had to manually download and compiler the DRM kernel modules from CVS, since your package does not build the new modules in linux-core and I need those for the 2.0.0 update to the savage DRI. -mato --- The SF.Net email is sponsored by: Beat the post-holiday blues Get a FREE limited edition SourceForge.net t-shirt from ThinkGeek. It's fun and FREE -- well, almosthttp://www.thinkgeek.com/sfshirt -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: New Debian packages built from Xorg
On Wed, Jan 05, 2005 at 11:46:01PM +0100, Roland Scheidegger wrote: Philip Armstrong wrote: On Wed, Jan 05, 2005 at 10:04:50PM +0100, Roland Scheidegger wrote: Philip Armstrong wrote: (Well, apart from the fact that UT2003 is completely borked that is. But that's been the case for a while with the DRI builds. Foliage and enemies are rendered but the landscape simply isn't there. It looks like you can see the skybox in all directions actually, but it might be a different texture. It looks the same regardless of whether hardware TCL is turned on or not.) I'm not seeing this, but it sounds like it could be related to texgen changes some months ago. It's been like that for a while. Certainly since last Nov IIRC. That would coincide well with the texgen/tex coord submission changes. UT2004 also has a problem with the menus where they have a pure white background instead of the expected image. The game seems to run OK however (although not particularly speedily on my hardware). Don't have issues with the menus. I think I've heard of that problem some time ago though, iirc it was related to s3tc (not sure though). If so it might be fixed in a newer version. I'm using the latest version of both UT2003 and UT2004 demos. The demo binary may lag the commercial release of course. In enclosed spaces I can sometimes see correct rendering in UT2003, but usually I just get the skybox. Some kind of Z buffer problem? Oh, and DOOM III segfaults on startup. Sounds like the doom3 not loading libGL correctly to me. Fixed in newer versions, or try LD_PRELOAD=/usr/lib/libGL.so when starting doom3 (note though the old version also has some problem with detecting s3tc extension, so if you don't have the external library installed it might not work at all). Yup. I grabbed the latest version it now just segfaults on exit :) (Oh, and I get the 'everything is black' problem as reported previously on dri-devel. But I wasn't expecting it to actually work perfectly.) cheers, Phil -- http://www.kantaka.co.uk/ .oOo. public key: http://www.kantaka.co.uk/gpg.txt --- The SF.Net email is sponsored by: Beat the post-holiday blues Get a FREE limited edition SourceForge.net t-shirt from ThinkGeek. It's fun and FREE -- well, almosthttp://www.thinkgeek.com/sfshirt -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
New Debian packages built from Xorg
I was feeling a bit frisky yesterday and built new DRI packages for Debian Unstable using the Xorg xc tree. Any feedback would be greatly appreciated. http://www.nixnuts.net/files/experimental/ I'm still wondering where /usr/X11R6/lib/modules/codeconv/ went though. Is there a define to build these libraries that isn't in the sample host.def for Xorg? Are they necessary for languages other than English? John signature.asc Description: This is a digitally signed message part
Re: New Debian packages built from Xorg
On Wed, Jan 05, 2005 at 07:50:50AM -0600, John Lightsey wrote: I was feeling a bit frisky yesterday and built new DRI packages for Debian Unstable using the Xorg xc tree. Any feedback would be greatly appreciated. http://www.nixnuts.net/files/experimental/ Works for me! (Well, apart from the fact that UT2003 is completely borked that is. But that's been the case for a while with the DRI builds. Foliage and enemies are rendered but the landscape simply isn't there. It looks like you can see the skybox in all directions actually, but it might be a different texture. It looks the same regardless of whether hardware TCL is turned on or not.) Nice FPS boost (Radeon 9200SE) with HyperZ turned on in Quake3 -- makes it reasonably playable in 1280x1024. cheers, Phil -- http://www.kantaka.co.uk/ .oOo. public key: http://www.kantaka.co.uk/gpg.txt signature.asc Description: Digital signature
Re: New Debian packages built from Xorg
Philip Armstrong wrote: On Wed, Jan 05, 2005 at 07:50:50AM -0600, John Lightsey wrote: I was feeling a bit frisky yesterday and built new DRI packages for Debian Unstable using the Xorg xc tree. Any feedback would be greatly appreciated. http://www.nixnuts.net/files/experimental/ Works for me! (Well, apart from the fact that UT2003 is completely borked that is. But that's been the case for a while with the DRI builds. Foliage and enemies are rendered but the landscape simply isn't there. It looks like you can see the skybox in all directions actually, but it might be a different texture. It looks the same regardless of whether hardware TCL is turned on or not.) I'm not seeing this, but it sounds like it could be related to texgen changes some months ago. Nice FPS boost (Radeon 9200SE) with HyperZ turned on in Quake3 -- makes it reasonably playable in 1280x1024. Should get even better with color tiling soon enough :-). Roland --- The SF.Net email is sponsored by: Beat the post-holiday blues Get a FREE limited edition SourceForge.net t-shirt from ThinkGeek. It's fun and FREE -- well, almosthttp://www.thinkgeek.com/sfshirt -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: New Debian packages built from Xorg
On Wed, Jan 05, 2005 at 10:04:50PM +0100, Roland Scheidegger wrote: Philip Armstrong wrote: (Well, apart from the fact that UT2003 is completely borked that is. But that's been the case for a while with the DRI builds. Foliage and enemies are rendered but the landscape simply isn't there. It looks like you can see the skybox in all directions actually, but it might be a different texture. It looks the same regardless of whether hardware TCL is turned on or not.) I'm not seeing this, but it sounds like it could be related to texgen changes some months ago. It's been like that for a while. Certainly since last Nov IIRC. UT2004 also has a problem with the menus where they have a pure white background instead of the expected image. The game seems to run OK however (although not particularly speedily on my hardware). Oh, and DOOM III segfaults on startup. Nice FPS boost (Radeon 9200SE) with HyperZ turned on in Quake3 -- makes it reasonably playable in 1280x1024. Should get even better with color tiling soon enough :-). :) Phil -- http://www.kantaka.co.uk/ .oOo. public key: http://www.kantaka.co.uk/gpg.txt --- The SF.Net email is sponsored by: Beat the post-holiday blues Get a FREE limited edition SourceForge.net t-shirt from ThinkGeek. It's fun and FREE -- well, almosthttp://www.thinkgeek.com/sfshirt -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel
Re: New Debian packages built from Xorg
Philip Armstrong wrote: On Wed, Jan 05, 2005 at 10:04:50PM +0100, Roland Scheidegger wrote: Philip Armstrong wrote: (Well, apart from the fact that UT2003 is completely borked that is. But that's been the case for a while with the DRI builds. Foliage and enemies are rendered but the landscape simply isn't there. It looks like you can see the skybox in all directions actually, but it might be a different texture. It looks the same regardless of whether hardware TCL is turned on or not.) I'm not seeing this, but it sounds like it could be related to texgen changes some months ago. It's been like that for a while. Certainly since last Nov IIRC. That would coincide well with the texgen/tex coord submission changes. UT2004 also has a problem with the menus where they have a pure white background instead of the expected image. The game seems to run OK however (although not particularly speedily on my hardware). Don't have issues with the menus. I think I've heard of that problem some time ago though, iirc it was related to s3tc (not sure though). If so it might be fixed in a newer version. ut2k3 / ut2k4 indeed have a performance problem, they are stuck somewhere in the tnl code (glDraw[Range]Elements) for way too many cpu cycles since about Mesa 6. Oh, and DOOM III segfaults on startup. Sounds like the doom3 not loading libGL correctly to me. Fixed in newer versions, or try LD_PRELOAD=/usr/lib/libGL.so when starting doom3 (note though the old version also has some problem with detecting s3tc extension, so if you don't have the external library installed it might not work at all). Roland --- The SF.Net email is sponsored by: Beat the post-holiday blues Get a FREE limited edition SourceForge.net t-shirt from ThinkGeek. It's fun and FREE -- well, almosthttp://www.thinkgeek.com/sfshirt -- ___ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel