[Mesa3d-dev] vbo branch active again

2007-01-16 Thread Keith Whitwell
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

Re: [Mesa3d-dev] vbo branch active again

2007-01-16 Thread Hanno Böck
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

Re: [Mesa3d-dev] vbo branch active again

2007-01-17 Thread Keith Whitwell
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

Re: [Mesa3d-dev] vbo branch active again

2007-01-17 Thread Keith Whitwell
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: >>

Re: [Mesa3d-dev] vbo branch active again

2007-01-18 Thread Roland Scheidegger
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: >>

Re: [Mesa3d-dev] vbo branch active again

2007-01-25 Thread Roland Scheidegger
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

Re: [Mesa3d-dev] vbo branch active again

2007-01-25 Thread Keith Whitwell
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

Re: [Mesa3d-dev] vbo branch active again

2007-01-29 Thread Keith Whitwell
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

Re: [Mesa3d-dev] vbo branch active again

2007-01-29 Thread Roland Scheidegger
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

Re: [Mesa3d-dev] vbo branch active again

2007-01-29 Thread Keith Whitwell
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

Re: [Mesa3d-dev] vbo branch active again

2007-01-29 Thread Roland Scheidegger
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

Re: [Mesa3d-dev] vbo branch active again

2007-01-30 Thread Keith Whitwell
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

Re: [Mesa3d-dev] vbo branch active again

2007-01-30 Thread Roland Scheidegger
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

Re: [Mesa3d-dev] vbo branch active again

2007-02-01 Thread Keith Whitwell
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

Re: [Mesa3d-dev] vbo branch active again

2007-02-01 Thread Roland Scheidegger
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