I have lodged a bug report reguarding mutlitexture
being slower than multipass with radeons and DRI with mesaGL at http://sourceforge.net/tracker/index.php?func=detail&aid=899074&group_id=3&atid=13 as
I feel this may be a mesaGL bug that effects DRI. But please correct me if I'm
wrong.
On Sun, Feb 15, 2004 at 08:32:15AM -0600, Ryan Underwood wrote:
>
> On Sun, Feb 15, 2004 at 03:50:54PM +0200, Ville Syrjälä wrote:
> >
> > A comment in the r128 driver sources makes me think the hardware can
> > support this but someone would need to add support for a new vertex format
> > into
On Sun, Feb 15, 2004 at 03:50:54PM +0200, Ville Syrjälä wrote:
>
> A comment in the r128 driver sources makes me think the hardware can
> support this but someone would need to add support for a new vertex format
> into the templates.
>
> For mga we would need better microcode to support this.
On Sun, Feb 15, 2004 at 01:34:14PM +0100, Felix Kühling wrote:
> Which hardware/driver are you using under Linux?
>
> I just became aware of a hardware limitation in several drivers (mga,
> r128, savage). They can do multi texturing, but if multi texturing and
> projective textures are used at the
> Which hardware/driver are you using under Linux?
I use a radeon 9000 PCI with r200 DRI cvs (2 weeks ago)
Others who have also tested and saw the same result were using radeon 8500
and radeon 9200, both AGP.
However, as stated in previous email, in windows using catalyst the
multitexture is fas
Which hardware/driver are you using under Linux?
I just became aware of a hardware limitation in several drivers (mga,
r128, savage). They can do multi texturing, but if multi texturing and
projective textures are used at the same time they fall back to software
rendering. For example quake2 gets
I'm no expert, but with mtex dose more TMUs help?
If so you should try with the patch, I have had 6 enabled with no problems or use.
Also how can I help get this patch commited? I can run test programs.
The patch should be in list arcives dated...
Sat, 3 Jan 2004 00:30:35 +0100
Sun, 4 Jan 2004 1
I have found something disterbing about DRI and was
hoping you would be able to give a solution.
It turns out, through recent QuakeForge changes,
the DRI is faster in multipass rendering than with multitexture (mtex)
rendering. The same method, and with no alteration to the code,
with nVid