Re: [R300] texture breakage

2005-03-09 Thread Vladimir Dergachev
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

Re: [R300] texture breakage

2005-03-09 Thread Paul Mackerras
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. --- SF email is sponsored b

Re: [R300] texture breakage

2005-03-04 Thread Vladimir Dergachev
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

Re: [R300] texture breakage

2005-03-04 Thread Paul Mackerras
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. --- SF email is sponsored by - The IT Product Guide Read honest & candid reviews on hundred

Re: [R300] texture breakage

2005-03-04 Thread Vladimir Dergachev
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

Re: [R300] texture breakage

2005-03-04 Thread Vladimir Dergachev
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,

Re: [R300] texture breakage

2005-03-04 Thread Vladimir Dergachev
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

Re: [R300] texture breakage

2005-03-04 Thread Paul Mackerras
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

Re: [R300] texture breakage

2005-03-04 Thread Paul Mackerras
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

Re: [R300] texture breakage

2005-03-03 Thread Paul Mackerras
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. --

Re: [R300] texture breakage

2005-03-03 Thread Vladimir Dergachev
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

Re: [R300] texture breakage

2005-03-03 Thread Paul Mackerras
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

Re: [R300] texture breakage

2005-03-03 Thread Ben Skeggs
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

Re: [R300] texture breakage

2005-03-03 Thread Paul Mackerras
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;

Re: [R300] texture breakage

2005-03-02 Thread Jerome Glisse
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

[R300] texture breakage

2005-03-02 Thread Paul Mackerras
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