Re: [Mesa-dev] [Mesa-bug] Compilation problems with Win32

2000-01-08 Thread Eero Pajarre
> Peter van Eerten wrote: > > Dear sirs of Mesa, > > I tried to compile the Mesa 3.1 library on Windows2000 (alias NT 5). I use Microsoft >Visual C++ 5.0 for the compilation, as well as NASM. Except for one DLL everything is >being compiled: the demo programs, the GLUT.DLL and GLUT32.DLL But I

Re: [Mesa-dev] [Mesa-bug] Screenshot

1999-10-27 Thread Eero Pajarre
Daryll Strauss wrote: > > So, that puts it directly in the Mesa driver bug category. It can't be a > Linux Glide bug, because you're not using Linux. :-) > My line of reasoning was: The "original" glide was on Windows You have "ported" it to Linux Your port is so g

Re: [Mesa-dev] [Mesa-bug] Screenshot

1999-10-27 Thread Eero Pajarre
Brian Paul wrote: > > mitch wrote: > > > > It seems that whenever you take a screenshot within a 3d game, the blue > > and red colors are inversed from the color wheel. I have tested this on > > Quake3, Quake2, and Kingpin and it happens on them all. I'm using a > > voodoo3 and Kain, who is he

Re: [Mesa-dev] [Mesa-bug] gluScaleImage

1999-10-13 Thread Eero Pajarre
Mads Ipsen wrote: > > If I instead of the 4x4 grid choose a 5x5 grid with the row coloring > > 0, 63, 127, 191, 255 > > and input this to gluScaleImage for a 16x16 upscaling, I get a > completely different grid. The coloring of each row is no longer > homogeneous and RGB values vary at ea

Re: (Voodoo 1 problems) Re: [Mesa-dev] [Mesa-bug] Mesa 3.1b3 bugs?

1999-10-12 Thread Eero Pajarre
Stephen J Baker wrote: > > > Is it possible that the multitexture is trying to ensure that > BOTH of the two maps that it needs are loaded - yet there > is not enough RAM for them both - so the first texture loads > then in order to get the second one jammed in, a texture that > is in memory c

(Voodoo 1 problems) Re: [Mesa-dev] [Mesa-bug] Mesa 3.1b3 bugs?

1999-10-12 Thread Eero Pajarre
Petr Sebor wrote: > > 1) On Voodoo1 the beta3 reported to have ARB_multitexture extension > present and gave me 2 available textureunits! ( that's strange, but was > in my log of exported available extensions ) > I have not seen any expert comments on this, so let me try. Especially as I hav