Re: [Dri-devel] hw cursor in mach64

2001-12-03 Thread Leif Delgass
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

Re: [Dri-devel] hw cursor in mach64

2001-12-03 Thread Jose Fonseca
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

Re: [Dri-devel] hw cursor in mach64

2001-12-03 Thread Leif Delgass
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

Re: [Dri-devel] hw cursor in mach64

2001-12-03 Thread Zephaniah E\. Hull
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

Re: [Dri-devel] hw cursor in mach64

2001-12-03 Thread Leif Delgass
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

Re: [Dri-devel] hw cursor in mach64

2001-12-03 Thread Leif Delgass
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

Re: [Dri-devel] hw cursor in mach64

2001-12-03 Thread Leif Delgass
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

Re: [Dri-devel] hw cursor in mach64

2001-12-03 Thread Sergey V. Udaltsov
> 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

Re: [Dri-devel] hw cursor in mach64

2001-12-03 Thread Jose Fonseca
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

Re: [Dri-devel] hw cursor in mach64

2001-12-03 Thread Sergey V. Udaltsov
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

Re: [Dri-devel] hw cursor in mach64

2001-12-03 Thread Jose Fonseca
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

[Dri-devel] hw cursor in mach64

2001-12-03 Thread Jose Fonseca
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