Could anyone who had issues with the old CVS vbo branch please try again
with the new vbo-0.2 branch?
New in this branch is the ability to split incoming drawing calls to fit
within fixed-sized vertex and index buffer constraints. I've
implemented this for the tnl/ module (fixed-size vertex bu
Am Dienstag, 16. Januar 2007 19:38 schrieb Keith Whitwell:
> Could anyone who had issues with the old CVS vbo branch please try again
> with the new vbo-0.2 branch?
Would like to, but could you write some short howto?
Questions I'd have:
* Which cards benefit from it atm?
* In-Kernel-drm-modules
Hanno Böck wrote:
> Am Dienstag, 16. Januar 2007 19:38 schrieb Keith Whitwell:
>> Could anyone who had issues with the old CVS vbo branch please try again
>> with the new vbo-0.2 branch?
>
> Would like to, but could you write some short howto?
>
> Questions I'd have:
> * Which cards benefit from
Keith Whitwell wrote:
> Hanno Böck wrote:
>> Am Dienstag, 16. Januar 2007 19:38 schrieb Keith Whitwell:
>>> Could anyone who had issues with the old CVS vbo branch please try again
>>> with the new vbo-0.2 branch?
>> Would like to, but could you write some short howto?
>>
>> Questions I'd have:
>>
Keith Whitwell wrote:
> Hanno Böck wrote:
>> Am Dienstag, 16. Januar 2007 19:38 schrieb Keith Whitwell:
>>> Could anyone who had issues with the old CVS vbo branch please try again
>>> with the new vbo-0.2 branch?
>> Would like to, but could you write some short howto?
>>
>> Questions I'd have:
>>
Roland Scheidegger wrote:
> Didn't have time to look into this yet, but just retesting all the apps
> I had trouble with vbo_0_1_branch some months ago showed that the quake3
> intro screen is now fixed (with r200).
To answer myself, I've fixed a couple of issues, doom3 now seems to run.
As for ut2
Rebasing is definitely required under certain circumstances. The
problem is that it's a bit obscure and I tend to forget why myself...
I'll have to go back and look at it again. In the meantime, go ahead
and disable it to get things working.
Keith
On 1/25/07, Roland Scheidegger <[EMAIL PROTECTE
Roland Scheidegger wrote:
> Roland Scheidegger wrote:
>> Didn't have time to look into this yet, but just retesting all the apps
>> I had trouble with vbo_0_1_branch some months ago showed that the quake3
>> intro screen is now fixed (with r200).
> To answer myself, I've fixed a couple of issues, d
Keith Whitwell wrote:
> Roland Scheidegger wrote:
>> Roland Scheidegger wrote:
>>> Didn't have time to look into this yet, but just retesting all the apps
>>> I had trouble with vbo_0_1_branch some months ago showed that the quake3
>>> intro screen is now fixed (with r200).
>> To answer myself, I'v
Roland Scheidegger wrote:
> Keith Whitwell wrote:
>> Roland Scheidegger wrote:
>>> Roland Scheidegger wrote:
Didn't have time to look into this yet, but just retesting all the apps
I had trouble with vbo_0_1_branch some months ago showed that the quake3
intro screen is now fixed (wit
Keith Whitwell wrote:
>> No, basically everything seems to be working. I was a bit concerned
>> with the limits when the split occurs, but that seems to work fine
>> on r200 (though probably not optimal since it's really a buffer
>> size limit not a fixed vertex count limit for the driver
>> cu
Roland Scheidegger wrote:
> Keith Whitwell wrote:
>>> No, basically everything seems to be working. I was a bit concerned
>>> with the limits when the split occurs, but that seems to work fine
>>> on r200 (though probably not optimal since it's really a buffer
>>> size limit not a fixed vertex c
Keith Whitwell wrote:
>> I'd guess it has to do with the _ae_loopback_array_elt function not
>> being called anymore, the single-vertex-emit fallback really had a
>> high-impact (mostly because of the too large arrays) - for some reason
>> this fallback seemed faster in mesa 5, but with vbo it's go
Roland Scheidegger wrote:
> Keith Whitwell wrote:
>> Roland Scheidegger wrote:
>>> Roland Scheidegger wrote:
Didn't have time to look into this yet, but just retesting all the apps
I had trouble with vbo_0_1_branch some months ago showed that the quake3
intro screen is now fixed (wit
Keith Whitwell wrote:
> Roland, the rebase implementation is back in again. How is it looking
> for you?
Seems to work just fine, and performance still is the same.
> Does ut2k3/4 use VBO's at all? Can it be made to do so?
I believe no for ut2k3 (unless it was in a patch, I only got the demo).
u
15 matches
Mail list logo