> Well.. this can take a few days since I have to get some time to mess with
> these scripts. Sorry.
Take your time. Stabilizing things after 0-0-3 branching has definitely
much higher priority. It is not a big problem to rebuild these objects.
But - just to make it easier - could you please make
On Die, 2002-03-12 at 10:49, Sergey V. Udaltsov wrote:
> > Well.. this can take a few days since I have to get some time to mess with
> > these scripts. Sorry.
> Take your time. Stabilizing things after 0-0-3 branching has definitely
> much higher priority. It is not a big problem to rebuild thes
> make -f Makefile.linux mach64.o
Thanks. I did not know. I just did "make"
I just noticed the error about dynamic loading: libGL cannot load
/usr/X11R6-DRI/lib/modules/dri/mach64_dri.so. I think it is the error in
your build scripts. They should use X11R6 directory instead, arent'
they? After I
On 2002.03.12 11:18 Sergey V. Udaltsov wrote:
> > make -f Makefile.linux mach64.o
> Thanks. I did not know. I just did "make"
>
There is a problem in the i8x0 modules source with the most recent
kernels. I already had received a report of this problem which I forwarded
to this list, since it's
You'll need to upgrade & rebuild the kernel module.
Keith
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Keith Whitwell wrote:
>
> You'll need to upgrade & rebuild the kernel module.
>
The lockups are still there, btw. Working on those now.
Keith
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Well, it turns out I can kludge the lockup away simply by emitting lots of
state between every primitive... This is actually similar then to a lockup I
was seeing in the original radeon (which I did kludge out in this way).
I'm wondering if the use of RADEON_3D_RNDR_GEN_INDX_PRIM is the problem:
Today I saw some updates in the 'tcl-0-0-branch' and I decided to do a
rebuild of that stuff. As far as I can tell the strange colours appear to be
a little bit less strange.
Unfortunately even if I set
#define BuildXF86DRM YES
in build/xc/config/cf/host.def no kernel module gets build. Is thi
Forwarding to dri-devel.
Original Message
Subject: [Mesa3d-dev] viewperf
Date: Tue, 12 Mar 2002 13:51:52 +0100 (MET)
From: Klaus Niederkrueger <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED]
Hi,
In the last week I have been playing with the spec-viewperf programs and
(at least on my
The other day I upgraded to Quake 3 1.31. I was pretty irritated to realize
that none of the old demos worked with the new version. I was even more
irritated when I couldn't find any good demos (like crusher) to use for
testing. So, I set out to create some. In the process I created some
inter
I've committed a kludge that stops the 7500 from locking up in q3 demo001 and
geartrain on my box. It's pretty ugly so I'm continuing to look at the
problem (basically I emit some state between every primitive whether it's
needed or not).
In the meantime can I get some feedback as to whether thi
On Monday, 11. März 2002 20:21:06, Ian Romanick wrote:
>Now, the new token could probably be skipped. If the requested internal
> format is GL_COMPRESSED_RGB, just compress the texture and be done with it.
> Given the likely hood of ANYONE having pre-compressed textures for this
> format, this is
> Forwarding to dri-devel.
>
> Original Message
> Subject: [Mesa3d-dev] viewperf
> Date: Tue, 12 Mar 2002 13:51:52 +0100 (MET)
> From: Klaus Niederkrueger <[EMAIL PROTECTED]>
> To: [EMAIL PROTECTED]
>
> Hi,
>
> In the last week I have been playing with the spec-viewperf programs
On Tue, Mar 12, 2002 at 10:43:43PM +0100, Dieter Nützel wrote:
> Bill White had something partly working for the 3dfx VSA in the
> tdfx-2-1-branch or tdfx-SLI tree, can remember correctly.
> It is worth for ~10 fps speedup on the V5 5500 AGP (under Win).
>
> He told me that he can't commit it b
Around 21 o'clock on Mar 12, Keith Whitwell wrote:
> In the meantime can I get some feedback as to whether this fixes the problems
> people have been seeing on their machines?
Yes, this seems to have fixed the lockups I've been seeing in tuxracer and
bzflag. Tuxracer seems to work fine now.
On Tue, Mar 12, 2002 at 23:41:23, Ian Romanick wrote:
> On Tue, Mar 12, 2002 at 10:43:43PM +0100, Dieter Nützel wrote:
>
> > Bill White had something partly working for the 3dfx VSA in the
> > tdfx-2-1-branch or tdfx-SLI tree, can remember correctly.
> > It is worth for ~10 fps speedup on the V5
On Die, 2002-03-12 at 01:55, Lachlan Mulcahy wrote:
>
> I have a Radeon Mobility M6 LY running on a notebook using the i830 AGP
> Chipset.. I was wondering is support for the i830 chipset rather flakey
> at the moment, or is the radeon not well supported at this stage?
You don't say what DRI co
On Wed, 2002-03-13 at 12:06, Michel Dänzer wrote:
> On Die, 2002-03-12 at 01:55, Lachlan Mulcahy wrote:
> >
> > I have a Radeon Mobility M6 LY running on a notebook using the i830 AGP
> > Chipset.. I was wondering is support for the i830 chipset rather flakey
> > at the moment, or is the radeon
On Tue, 12 Mar 2002, Keith Whitwell wrote:
> I've committed a kludge that stops the 7500 from locking up in q3 demo001 and
> geartrain on my box. It's pretty ugly so I'm continuing to look at the
> problem (basically I emit some state between every primitive whether it's
> needed or not).
>
>
I was making some research on the texture compression issue and decided to
take a look on the stuff I had downloaded from ATI developer home.
I came across this document http://www.ati.com/developer/ravesupt.html
which describes the QuickDraw 3D RAVE API for MacOS, which seems to be a
low-leve
I can answer that. Add this to the bottom of EnvLinux:
int GetNumProcessors() {
return (1);
}
It's OK, they just return 2 for Irix ;-)
Exercise for the reader: what's the *correct* way to implement this
function?
Dieter Nützel wrote:
>>Forwarding to dri-devel.
>>
>> Original Mes
Around 16 o'clock on Mar 12, Keith Packard wrote:
> Yes, this seems to have fixed the lockups I've been seeing in tuxracer and
> bzflag.
I've found one additional easily reproduced lockup. Starting bzflag with
textures disabled causes the screen to clear and the display to lock up.
Keith Pac
Martin Spott wrote:
>
> Today I saw some updates in the 'tcl-0-0-branch' and I decided to do a
> rebuild of that stuff. As far as I can tell the strange colours appear to be
> a little bit less strange.
>
> Unfortunately even if I set
>
> #define BuildXF86DRM YES
>
> in build/xc/config/cf/host
"Jos? R. Fonseca" wrote:
>
> CVSROOT:/cvsroot/dri
> Module name:xc
> Repository: xc/xc/lib/GL/glx/
> Changes by: jrfonseca@usw-pr-cvs1. 02/03/12 11:13:35
>
> Log message:
> Applied Jens' patch to fix libGL incompatibility
>
> Modified files:
> xc/xc/lib/GL/glx/:
On Tue, Mar 12, 2002 at 04:53:43PM -0800, Keith Packard wrote:
> On the radeon card, I'm also seeing problems with
> other texturing -- translucency isn't working (translucent objects appear
> opaque)
Thanks for the report. I'd seen that (in a different program) and
forgotten about it.
(A temp
Ian Romanick wrote:
> The other day I upgraded to Quake 3 1.31. I was pretty irritated to realize
> that none of the old demos worked with the new version. I was even more
> irritated when I couldn't find any good demos (like crusher) to use for
> testing. So, I set out to create some. In the
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