> 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
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
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
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
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
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