Cool. Thanks, that's a big improvement! I suspect that this may have to
do with texture blending modes. I have a simple OpenGL app that I've been
working on and texture mapping and blending are not working properly yet.
I think there's still some work to be done in the Mesa driver for mach64
Leif,
I've managed to solve that same problem by leaving
"NoLighting=False" and
changing "UseMultiTexture=0".
Fortunatly we can get the source for the
OpenGLDrv at http://openut.sourceforge.net . I'm sure
that that will help
us find the "source" of these problems...
Regards,
Jose Fonseca
On 2
On Mon, 3 Dec 2001, Zephaniah E. Hull wrote:
> On Mon, Dec 03, 2001 at 03:09:13PM -0500, Leif Delgass wrote:
> > I get the garbled pointer in UT too. Also, the only way I can get
> > wall/ceiling/floor textures to show up is by disabling lighting altogether
> > (with "NoLighting=True" under [SDL
On Mon, Dec 03, 2001 at 03:09:13PM -0500, Leif Delgass wrote:
> I get the garbled pointer in UT too. Also, the only way I can get
> wall/ceiling/floor textures to show up is by disabling lighting altogether
> (with "NoLighting=True" under [SDLDrv.SDLClient]). Otherwise I just get
> white instead
On Mon, 3 Dec 2001, Leif Delgass wrote:
> On Mon, 3 Dec 2001, Otto E Solares wrote:
>
> > On Mon, Dec 03, 2001 at 03:09:13PM -0500, Leif Delgass wrote:
> > > I get the garbled pointer in UT too. Also, the only way I can get
> > > wall/ceiling/floor textures to show up is by disabling lighting a
On Mon, 3 Dec 2001, Otto E Solares wrote:
> On Mon, Dec 03, 2001 at 03:09:13PM -0500, Leif Delgass wrote:
> > I get the garbled pointer in UT too. Also, the only way I can get
> > wall/ceiling/floor textures to show up is by disabling lighting altogether
> > (with "NoLighting=True" under [SDLDrv
I get the garbled pointer in UT too. Also, the only way I can get
wall/ceiling/floor textures to show up is by disabling lighting altogether
(with "NoLighting=True" under [SDLDrv.SDLClient]). Otherwise I just get
white instead of textures. I had the same thing with q3demo until I set
lighting t
> As far as I know this is not so simple as a X server and libs. You also
> have the kernel modules... and those are tied to the kernel version &
> configuration you have.
AFAIR there is a way to build kernel modules without precise kernel
version dependance (correct me if I am wrong) - as long as
As far as I know this is not so simple as a X server and libs. You also
have the kernel modules... and those are tied to the kernel version &
configuration you have.
If the problem you have is hard disk space (you need about 500 Mb) you
could try to build on a remote machine disk, mounted via sam
Hi all
It seems people are actively testing mach64 branch. So I have a couple
of questions:
1. Could anyone please periodically make binary snapshots including only
X server, necessary libs and little (~10 lines) readme?
2. Is mach64 driver binary compatible with XFree 4.1.0 or does it depend
on
I'm aware that I don't have much memory. I'm running it at 640x480x16
otherwise DRI would be disabled because it preallocates 3x the virtual
screen size and that would be too much for higher resolutions. But I
don't think that insufficient is the reason for this behavior:
* This happens not only d
I've been testing the mach64-0-02-branch on my laptop (ATI Mobility 4Mb)
and in Unreal a semi-transparent garbled sprite appears on the middle of
the screen - it's the hw cursor that wasn't properly erased because this
behavior disappears when the X server is started with the 'sw_cursor'.
This ap
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