On Wed, 9 Mar 2005, Paul Mackerras wrote:
Vladimir Dergachev writes:
2. Right *now* we are doing only swtcl, as no acceleration for
transform and lightning is being done.
Does this mean we're not using the vertex processors at all?
No, we do use VAP - we are simply not programming i
Vladimir Dergachev writes:
> 2. Right *now* we are doing only swtcl, as no acceleration for
> transform and lightning is being done.
Does this mean we're not using the vertex processors at all?
Paul.
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On Sat, 5 Mar 2005, Paul Mackerras wrote:
Vladimir Dergachev writes:
We should probably have analogous code for r300.
Do you mean we should have swtcl code for r300, or something else?
There are two issues:
1. As was explained to me we need to have swtcl code in case we need
to do sof
Vladimir Dergachev writes:
> We should probably have analogous code for r300.
Do you mean we should have swtcl code for r300, or something else?
Paul.
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On Thu, 3 Mar 2005, Paul Mackerras wrote:
Jerome Glisse writes:
If you find the guilty commit let me know :)
It appears to be this code in r300_state.c (line 1625):
#if 0
/* textures enabled ? */
if(rmesa->state.texture.tc_count>0){
rmesa->state.vertex_shader=SINGLE
On Fri, 4 Mar 2005, Paul Mackerras wrote:
Vladimir Dergachev writes:
You can just run gdb on the problem. I have seen these segfaults before -
they appear to be due to the fact that despite the name we do not
implement vertex buffer extension properly..
It turns out bzflag doesn't always segfault,
On Fri, 4 Mar 2005, Paul Mackerras wrote:
Vladimir Dergachev writes:
Does everything work with vb mode ? (you can switch to it in the end of
r300_driver/r300/r300_render.c, search for #else)
Most things seem to work, except bzflag segfaults. I could try to
track down where tonight if that would h
Vladimir Dergachev writes:
> The new call is an attempt to get multitexturing working, at least partly.
> Does your program use multitexturing ? (Also where can I download it for
> testing ? ) Thank you !
The screenshots I posted were from Emilia pinball from the Debian
"pinball" package. The s
Vladimir Dergachev writes:
> You can just run gdb on the problem. I have seen these segfaults before -
> they appear to be due to the fact that despite the name we do not
> implement vertex buffer extension properly..
It turns out bzflag doesn't always segfault, only if I try to turn the
"Blend
Vladimir Dergachev writes:
> Does everything work with vb mode ? (you can switch to it in the end of
> r300_driver/r300/r300_render.c, search for #else)
Most things seem to work, except bzflag segfaults. I could try to
track down where tonight if that would help.
Paul.
--
On Fri, 4 Mar 2005, Paul Mackerras wrote:
Vladimir Dergachev writes:
The new call is an attempt to get multitexturing working, at least partly.
Does your program use multitexturing ? (Also where can I download it for
testing ? ) Thank you !
The screenshots I posted were from Emilia pinball from th
Ben Skeggs writes:
> Do you still see the same breakage with vertex buffer mode? The textures in
> neverball are broken for me in immediate mode with the latest cvs.
No, I don't in fact, with vertex buffer mode it is mostly as good as
before. The one difference I have noticed is that the first
Paul Mackerras wrote:
Jerome Glisse writes:
If you find the guilty commit let me know :)
It appears to be this code in r300_state.c (line 1625):
#if 0
/* textures enabled ? */
if(rmesa->state.texture.tc_count>0){
rmesa->state.vertex_shader=SINGLE_TEXTURE_VERT
Jerome Glisse writes:
> If you find the guilty commit let me know :)
It appears to be this code in r300_state.c (line 1625):
#if 0
/* textures enabled ? */
if(rmesa->state.texture.tc_count>0){
rmesa->state.vertex_shader=SINGLE_TEXTURE_VERTEX_SHADER;
I have been busy lattly but i will check this friday or sunday.
A quick review of commited things havn't give me a clue. This is
more likely due to a change somewhere in texture upload or maybe
with experiment on multitexture Vlad & others have made.
If you find the guilty commit let me know :)
b
I did a CVS update on my Mesa and r300_driver repositories yesterday,
and now texture handling is quite broken on the Radeon 9600 (AP) on
the G5 powermac and on the Radeon 9700 Mobility (NP) on my G4
powerbook.
The effect is quite strange; in pinball for instance, some textures
are displayed reall
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