From: Jeff H. <jha...@va...> - 2000-11-01 19:02:17
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Jeff Hartmann wrote: > > Ville Syrjälä wrote: > > > > On Wed, 1 Nov 2000, Keith Whitwell wrote: > > > > > Gareth Hughes wrote: > > > > > > > > The fog values for at least the ground plane are incorrect for both the > > > > mga and r128 driver. Thus, it looks like a core Mesa bug (in the fog > > > > coord stage perhaps?). > > > > > > > > Keith, do you want to verify this? I wouldn't mind looking into fixing > > > > the problem. I will submit a bug report now. > > > > > > It's not a bug, it's simply an artifact of per-vertex fogging vs. per-pixel > > > fogging. This is one good reason for trying to get fog tables working on the > > > r118. > > > > What about G400 table fog? It would be nice to use the second texture unit > > for something. > > This does not work when the second texture unit is in use. We could > special case fog so it works w/ the table when only the 1st texture unit > is being used, but we will have to use per-vertex fogging in the > multitexture case. > > > > > BTW is the multitexturing on the G400 disabled by simply disabling the > > extension? Something like "if (0 & ...)" in some mga_XXX.c. FYI I removed > > the "0 &" and the extension gets reported and quake3 runs fine. > > I'm actually going to commit a fix for the multitexture bug quite > shortly. You are right that the extension is just disabled, but very > soon it will not be ;) > > About quake running fine: > The multitexture bug is very weird. On most machines I've been testing > on it does not happen in full screen mode. It also happens much more > often with high resolution modes in quake3. It can be VERY visable, or > hard to reproduce depending on what modes you are running quake in, how > fast your machine is, etc. > > -Jeff Okay I checked in the fix for the multitexture bug. Multitexture is stable again (woohoo!) -Jeff |