> There is one thing though, the scripts are being added on a daily basis,
> and at some point in the future I'll add a cron job to delete all files
> older than, lets say, 1 month, to keep the DRI website under a reasonable
> size. Even if the 1 month example is too much, it's always good to h
> I think that a README describing the general install/uninstall
> procedure and the state of the snapshots would be interesting indeed,
> and with a general note saying to never mix different drivers
> snapshots, i.e., always uninstall before installing a second one, as
> this would break the ins
> On 2002.03.13 19:21 Brian Paul wrote:
> > ...
> >
> > But if the Mach64 chip is the bottleneck, no amount of
> (conventional)
> > driver optimization will improve the results. It _really_
> depends on
> > the particular application.
> >
> > -Brian
That means if the triangles are big then p
On 2002.03.13 22:56 Sergey V. Udaltsov wrote:
> ...
>
> > Luckily, the libs that came with your X 4.x should be just fine - less
> > stuff for download.
> That's better!
>
> > From what Frank said in the beggining there will be no AGP texturing,
> "In the beginning" - will it be tomorrow, next
On 2002.03.13 23:34 Frank Worsley wrote:
> You can now grab the snapshots directly by following the 'Download' link
> on the main DRI site. I have also updated the link for the FAQ on the
> documentation page to point to the new location.
>
> Cheers,
>
> - Frank
>
Thanks, Frank! I was about as
On 2002.03.13 19:21 Brian Paul wrote:
> ...
>
> But if the Mach64 chip is the bottleneck, no amount of (conventional)
> driver optimization will improve the results. It _really_ depends on
> the particular application.
>
> -Brian
This is something that intrigues me most for some time now. I ge
Jose Fonseca wrote:
>
> On Wed, 2002-03-13 at 19:58, Martin Spott wrote:
> > > The DRI developer's FAQ and the driver binary snapshots are now
> > > available from the DRI website, respectively at:
> > [...]
> >
> > You might put a note that these driver binaries are _not_ the ones that are
> > c
On Mit, 2002-03-13 at 02:20, Lachlan Mulcahy wrote:
> On Wed, 2002-03-13 at 12:06, Michel Dänzer wrote:
> > On Die, 2002-03-12 at 01:55, Lachlan Mulcahy wrote:
>
> > > As 2D is rock solid in my experience, I suspect you're having AGP problems.
> > Try running lower AGP speeds if you aren't alrea
You can now grab the snapshots directly by following the 'Download' link
on the main DRI site. I have also updated the link for the FAQ on the
documentation page to point to the new location.
Cheers,
- Frank
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> I'm hammering my head against the wall at this moment!! You're completely
> right, all those files should be let alone! :P
:) Please keep your head in cool dry place. We really need it.
> Luckily, the libs that came with your X 4.x should be just fine - less
> stuff for download.
That's bette
On 2002.03.13 21:25 Sergey V. Udaltsov wrote:
> > I've changed my mach64's cvsbld and dripkg scripts to have separate
> > build trees (so there are no *.o anymore in the DRM dir), just install
> > the DDX drivers that belong to driver (so there is no r128, radeon
> along
> > with the ati driver),
> I've changed my mach64's cvsbld and dripkg scripts to have separate
> build trees (so there are no *.o anymore in the DRM dir), just install
> the DDX drivers that belong to driver (so there is no r128, radeon along
> with the ati driver), and just install the device dependent drivers (no
> lib{
On Wed, 2002-03-13 at 19:58, Martin Spott wrote:
> > The DRI developer's FAQ and the driver binary snapshots are now
> > available from the DRI website, respectively at:
> [...]
>
> You might put a note that these driver binaries are _not_ the ones that are
> compatible to usual distribution rele
I've been going through my games list and there's some parts in Quake 3
that are missing textures. I have some screenshots
q3dm6
http://chronoworx.dhs.org/~terracon/tcl/q3dm6.jpg
q3dm13
http://chronoworx.dhs.org/~terracon/tcl/q3dm13.jpg
Also if you look down on the floor in quake 3 their is art
> The DRI developer's FAQ and the driver binary snapshots are now
> available from the DRI website, respectively at:
[...]
You might put a note that these driver binaries are _not_ the ones that are
compatible to usual distribution released libGL and libGLU. These are
available from Jens Owen onl
Michael Thaler wrote:
>
> On Wed, Mar 13, 2002 at 04:33:10PM +, Jose Fonseca wrote:
>
> I get 27.5 Frames in Unreal Tournement with WorldTextureDetail Medium
> and Skin Detail Medium.
>
> If I also turn on Show Decals and Dynamic Lightning, I get around 25
> fps.
>
> All with 640x480 Resou
Ian Romanick wrote:
>
> On Wed, Mar 13, 2002 at 02:02:25AM +0100, Dieter Nützel wrote:
> > On Tue, Mar 12, 2002 at 23:41:23, Ian Romanick wrote:
> > > S3 owns S3TC, not FXT1 and not the VQ in the RagePro and not the VQ
> > > in the PowerVR SG.
> >
> > We have to convert from S3TC to FXT1 (UT for
The DRI developer's FAQ and the driver binary snapshots are now
available from the DRI website, respectively at:
http://dri.sourceforge.net/doc/faq/
http://dri.sourceforge.net/snapshots/
Note that the place where you can get the latest (under development) FAQ
still is at http://mefriss1.swan.ac
On Mittwoch, 13. März 2002 13:17:13, Klaus Niederkrueger wrote:
> > > But then I went a step further and compiled the view-perf with the
> > > switches "-DMP" and "-lpthread", which seem to enable threads.
> > > While all other tests work (as far as I can tell), DRV crashes now. In
> > > Software-
On Wednesday 13 Mar 2002 6:21 pm, Jose Fonseca wrote:
> This also happens with me in some applications (glxgears quite often),
> and since mach64-0-0-2-branch. It seems that X doesn't get notified that
> that area is dirty, or the application draws another frame before
> quitting when it shouldn'
Hello,
does anybody have the last IRC dri-devel chatlogs in his archive?
Would it be possible to post the anywhere or to the list? I know
it is useless for most of you, but I am at least trying to follow what
is going on with the DRI project and since I am unable to attend the
monday's sessions
Submitted to Mesa3d at sourceforge as #529551
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On Wed, Mar 13, 2002 at 02:02:25AM +0100, Dieter Nützel wrote:
> On Tue, Mar 12, 2002 at 23:41:23, Ian Romanick wrote:
> > S3 owns S3TC, not FXT1 and not the VQ in the RagePro and not the VQ
> > in the PowerVR SG.
>
> We have to convert from S3TC to FXT1 (UT for example).
Alle klar! Yes, if you
On Wed, 2002-03-13 at 18:03, Michael Thaler wrote:
> On Wed, Mar 13, 2002 at 04:33:10PM +, Jose Fonseca wrote:
>
> > I would also like to point out that at this moment the
> > mach64-0-0-3-branch, from where this snapshot was taken, is perfectly
> > usable with almost the same level of functi
On Wed, Mar 13, 2002 at 04:33:10PM +, Jose Fonseca wrote:
I get 27.5 Frames in Unreal Tournement with WorldTextureDetail Medium
and Skin Detail Medium.
If I also turn on Show Decals and Dynamic Lightning, I get around 25
fps.
All with 640x480 Resoultion, Kernel 2.4.18 and a 650 MHz PIII SOn
On Wed, Mar 13, 2002 at 04:33:10PM +, Jose Fonseca wrote:
> I would also like to point out that at this moment the
> mach64-0-0-3-branch, from where this snapshot was taken, is perfectly
> usable with almost the same level of functionality given by the previous
> mach64-0-0-2-branch except so
Michael wrote:
>
> 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
On Wed, Mar 13, 2002 at 07:56:02AM +, Brendan Black wrote:
> 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
Frank Jacobberger wrote:
>
> The latest dri/package (radeon-20020313-0439-i386-Linux.tar.bz2) for
> radeon still doesn't correctly render the chutes in Tribes 2. About one
> week ago the shiny environment map for the chutes did have their
> characteristic shiny appearance.
On Wed, Mar 13, 2002 at 01:59:02AM +, José Fonseca wrote:
> 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 desc
On Tue, Mar 12, 2002 at 08:23:57PM -0600, Justin A. Kolodziej wrote:
> 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
The latest dri/package (radeon-20020313-0439-i386-Linux.tar.bz2) for
radeon still doesn't correctly render the chutes in Tribes 2. About one
week ago the shiny environment map for the chutes did have their
characteristic shiny appearance.
Now the "shiny environment map" is gone.
On Wed, 2002-03-13 at 17:02, Thomas Dodd wrote:
>
>
> Jose Fonseca wrote:
> > I've changed my mach64's cvsbld and dripkg scripts to have separate
> > build trees (so there are no *.o anymore in the DRM dir), just install
> > the DDX drivers that belong to driver (so there is no r128, radeon alon
I made a quick script to count the DRI binary snapshots downloads
referred on the AWStats logs and here is the result:
rage128 14
radeon 24
mga 9
tdfx4
i8103
mach64 62
The results aren't much of a surprise. The downloads are more or less
proportional to the amount of changes that e
I just want to tell you that the tcl-0-0-branch now
works for me. quake3 with "gl extensions enabled"
didnt hang until now, but Im going to do more tests.
thanks a lot!
greetings,
Andreas
Athlon XP1700+ on SIS745 based board,
ATI Radeon 7500 OEM,
Kernel 2.4.18
blems with
lack of free onboard memory due to absence of AGP texturing - there is
nothing we can do about that right now and it would hide the existing
bugs that we can and want to fix.
The snapshot is available at
http://mefriss1.swan.ac.uk/~jfonseca/dri/packages/bleeding-edge/mach64-20020313-1542-i
>
> > But then I went a step further and compiled the view-perf with the
> > switches "-DMP" and "-lpthread", which seem to enable threads.
> > While all other tests work (as far as I can tell), DRV crashes now. In
> > Software-mode I get a segmentation fault and in hardware mode it says
> > "Rad
On Tue, Mar 12, 2002 at 09:06:03PM +, 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
> ne
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