Re: [Dri-devel] Unreal

2002-02-21 Thread Bill Currie
On Thu, Feb 21, 2002 at 04:53:04AM +, Keith Whitwell wrote: > That sounds like a bug in the quake physics model - some silly feedback > between the integration time step and the display subsystem... I'm > suprised... I can only speak about the quake 1/quakeworld source (I haven't studied the

Re: [Dri-devel] chown /dev/dri/card0, system crashes

2002-01-29 Thread Bill Currie
On Tue, Jan 29, 2002 at 04:46:32PM -0800, Jim Carter wrote: > However, when the current user did not have permission to write on card0 > (due to mode 0660 group video, the default provided by SuSE SaX2) Wouldn't it be better to add the user to group video? Bill -- Leave others their otherness.

Re: [Dri-devel] [PATCH] undefined symbols in mesa-4-0-branch

2001-12-22 Thread Bill Currie
On Fri, Dec 21, 2001 at 09:40:29AM +, Keith Whitwell wrote: > Bill Currie wrote: > > > > This patch fixes undefined symbol errors for _compat_FogCoordfEXT (and likely > > _compat_SecondaryColor3ubEXT and _compat_SecondaryColor3fEXT but I didn't > > bothe

[Dri-devel] [PATCH] undefined symbols in mesa-4-0-branch

2001-12-20 Thread Bill Currie
This patch fixes undefined symbol errors for _compat_FogCoordfEXT (and likely _compat_SecondaryColor3ubEXT and _compat_SecondaryColor3fEXT but I didn't bother checking to see if they caused problems). Index: extras/Mesa/src/api_loopback.c ==

Re: [Dri-devel] mesa 4 untextured poly bug in mga

2001-12-20 Thread Bill Currie
On Thu, Dec 20, 2001 at 09:50:54AM +, Keith Whitwell wrote: > Bill Currie wrote: > > > > this is for mesa-4-0-branch, current cvs + mga agp texturing patch (minus the > > bits for mgavb.c: they didn't apply). > > > > http://taniwha.2y.net/~bill/qf011.

[Dri-devel] mesa 4 untextured poly bug in mga

2001-12-19 Thread Bill Currie
this is for mesa-4-0-branch, current cvs + mga agp texturing patch (minus the bits for mgavb.c: they didn't apply). http://taniwha.2y.net/~bill/qf011.png shows the bug nicely. The black to white gradient areas should be solid black (they are in trunk). It looks like clipped corners are having the

Re: [Dri-devel] Slow MGA G400 and Return to castle Wolfenstein (and others)

2001-10-25 Thread Bill Currie
On Thu, Oct 25, 2001 at 08:10:09AM -0600, Keith Whitwell wrote: > Bill Currie wrote: > > i--; > > list[0].prev = MGA_NR_TEX_REGIONS; ^^^ > > - list[i].prev = i-1; > > + if (i) > > + list[i].prev = i-1; > >

Re: [Dri-devel] Slow MGA G400 and Return to castle Wolfenstein (and others)

2001-10-24 Thread Bill Currie
On Wed, Oct 24, 2001 at 07:27:49PM -0600, Bill Currie wrote: > Index: lib/GL/mesa/src/drv/mga/mgatexmem.c Hmm, I seem to have lost the initial part of my message. I believe the previous patch fixes the crashes found in the mga and a few other drivers that have similar code. Bill -- Le

Re: [Dri-devel] Slow MGA G400 and Return to castle Wolfenstein (and others)

2001-10-24 Thread Bill Currie
On Wed, Oct 24, 2001 at 02:59:11PM -0600, Keith Whitwell wrote: > Ralf, I haven't been able to test your patch, but it sounds like it works > well for those who've tried it. If you clean it up to include just the agp > texture stuff, I can commit it... Index: lib/GL/mesa/src/drv/mga/mgatexmem.c

Re: [Dri-devel] mga (g200) agp texturing.

2001-09-23 Thread Bill Currie
On Sun, Sep 23, 2001 at 11:41:16PM +, ralf willenbacher wrote: > that was me i guess. > the rendering errors/lookups are likely the cause why it was never > commited to a branch. > the latest patch i found in my dri tree (16. jul) is attached. > its a gl_decal fix and the agptex stuff. > not m

[Dri-devel] mga (g200) agp texturing.

2001-09-19 Thread Bill Currie
I've got the apg texturing patches applied to my checked out dri tree (trunk) and I was wondering if they've ever been committed to any branch of the dri cvs tree? I get the odd problem (programs using dri segfaulting at indeterminate occasions, corrupted textures, "out of memory" (null heap point

Re: [Dri-devel] Re: Radeon on Irongate: DRI locks up machine instantly

2001-05-18 Thread Bill Currie
On Sat, May 19, 2001 at 02:10:43PM +1000, Gareth Hughes wrote: > I'm currently working on some kernel-related tasks, but I can take a > look into the problems you (and others) have mentioned regarding the > Radeon driver early next week. Are you running it from the DRI CVS? If > you're game, you

Re: [Dri-devel] g200 texture upload problems

2001-04-25 Thread Bill Currie
On Wed, Apr 25, 2001 at 09:44:11AM +, ralf willenbacher wrote: > you are running out of video memory. > the mga driver needs frontbuffer, backbuffer, depthbuffer (16bit) and > reserves one screen for XAA. > thus you end up with ~400kb of texture memory which isnt enough .. Thanks!!! However,

Re: [Dri-devel] g200 texture upload problems

2001-04-23 Thread Bill Currie
On Mon, Apr 16, 2001 at 11:50:13PM -0600, Bill Currie wrote: > I am attempting to trunk cvs dri with my g200 but I'm running into a problem > with all gl apps that use textures (the demos that don't use textures (afaict) > work just fine). It seems that the texture heap is no

Re: [Dri-devel] g200 texture upload problems

2001-04-23 Thread Bill Currie
On Mon, Apr 16, 2001 at 11:50:13PM -0600, Bill Currie wrote: > I am attempting to trunk cvs dri with my g200 but I'm running into a problem > with all gl apps that use textures (the demos that don't use textures (afaict) > work just fine). It seems that the texture heap is no

[Dri-devel] .cvsignore

2001-04-17 Thread Bill Currie
Getting the following (and tired of many lines of ? when I do a cvs up), I've prepared some .cvsignore files for the trunk and mesa-3.5 branch of dri cvs. make[4]: *** No rule to make target `../../../../extras/Mesa/src/api_arrayelt.c', needed by `api_arrayelt.c'. Stop. Bill -- Leave others the

[Dri-devel] g200 texture upload problems

2001-04-16 Thread Bill Currie
I am attempting to trunk cvs dri with my g200 but I'm running into a problem with all gl apps that use textures (the demos that don't use textures (afaict) work just fine). It seems that the texture heap is not being initialized and I haven't been able to figure out why yet. I am assuming I've don