From: <ra...@ra...> - 2000-12-08 00:56:24
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On 7 Dec, Daryll Strauss scribbled: -> On Thu, Dec 07, 2000 at 03:47:51PM -0800, ra...@ra... wrote: ->> On 7 Dec, Brian Paul scribbled: ->> ->> ->> screen is 16bpp - but that shouldnt change the texture depth should it? ->> ->> on my nvidia cards it's happy doign 32bit textures and the framebuffer ->> ->> and backbuffers being in 16bpp :) or is 3dfx hardware incapable of doing ->> ->> 32bpp textures when the framebuffer depth is 16? i just tested and ti ->> ->> does work in 24bpp - but not 16bpp (didnt think that screen depth woudl ->> ->> affect texture depth)? ->> -> ->> -> It does. You can only use 32-bit texels when your screen is running ->> -> at 32bpp, as far as I understand it. ->> ->> ewwwwwwwwwwww - nasty. ok - different from sgi boxes i've seen and ->> nvidia :) yuk yuk. ok - i'll have to make sure people know about this - ->> i've had enquiries on the horrid quality on voodoo's before.. i needed ->> to check myself boefre looking deeper :( ->> ->> -> Bill White: if I've got that wrong please let me know! ->> ->> if it's possible can we get 32bpp textures to work in 16bpp - is it just ->> like this because its actually a hardware limitation - or is it just ->> because the drivers arent fully fledged yet and dont' support that? -> -> Actually, I think it is more of a driver bug. We check the depth of the -> screen early on to decide if we're using the old 16bpp mode or 32bpp -> mode. I think we should allow 32bpp textures on V5's even when the -> screen is 16bpp. aaaaaaaaaaah ok.. so it's basically a problem that will be fixed given a little time .. ok - cool.. no problems.. :) now i still have to figure out why gl on the voodoo is so much slower than nvidia.. i havent been able to narrow it down to any calls except: glBegin(GL_QUADS); glTexCoord2d(dtx, dty); glVertex2d(x1, y1); glTexCoord2d(dtxx, dty); glVertex2d(x2, y1); glTexCoord2d(dtxx, dtyy); glVertex2d(x2, y2); glTexCoord2d(dtx, dtyy); glVertex2d(x1, y2); glEnd(); the more of that the card does the slower it gets... regardless if blending or dithering is enabled. -- --------------- Codito, ergo sum - "I code, therefore I am" -------------------- The Rasterman (Carsten Haitzler) ra...@ra... ra...@va... ra...@en... ra...@li... ra...@zi... |