From: Leif D. <lde...@re...> - 2003-01-22 02:36:53
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On Tue, 21 Jan 2003, Ian Romanick wrote: > Brian Paul wrote: > > Leif Delgass wrote: > > > >> On Thu, 2 Jan 2003, Daniel Vogel wrote: > >> > >>> glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_COLOR ); > >> > >> > >> > >> This is indeed one of the sources of the GL_INVALID_ENUMs; however, it > >> appears to be a bug in Mesa. There seems to be a missing break after > >> texstate.c:423 : > >> > >> --- texstate.c Tue Jan 21 17:10:15 2003 > >> +++ texstate.fixed.c Tue Jan 21 17:11:19 2003 > >> @@ -421,6 +421,7 @@ > >> return; > >> FLUSH_VERTICES(ctx, _NEW_TEXTURE); > >> texUnit->CombineOperandRGB[2] = operand; > >> + break; > >> default: > >> TE_ERROR(GL_INVALID_ENUM, "glTexEnv(param=%s)", operand); > >> return; > >> > >> Brian, does that look right to you? > > > > > > Yes. There should be a break there. I'm surprised this wasn't found > > when running the texcombine conformance test or Glean test. Hmmm. > > Glean didn't catch it because it only ever sets GL_OPERAND2_{RGB,ALPHA} > to the default state. This ends up taking the early-out path in > texstate.c. Just dumb luck. > > [snip] > > >> However, I still see the same corruption reported before. This could > >> be in part because of the missing cube map support, but it looks to me > >> like something is causing vertex data corruption. Just a guess. > > > > Cube mapping works in the R200 driver with one caveat: glTexCoord3*() > > commands don't work. Normally, a texgen mode like GL_REFLECT is used > > with cube maps so the texcoords are generated in hardware. The h/w > > vertex setup code needs to be updated to handle 3-component texture coords. > > > > Not sure if this is the problem you're seeing though. The > > Mesa/demos/cubemap program shows the problem. > > How exactly does this problem look? This might be exactly the problem > that I'm geting on r100. Could you put a screenshot up somewhere? If > it is the same thing on r100, I'll go ahead and commit my cube map > changes, and we'll have to hope someone figures out how to setup the > hardware for the R coord. :/ I put up examples from UT2003. This is with the texmem branch on R100 with the texture combine one-liner, but without cube map exported (althought the texmem branch seems to have at least the beginning of cube map support, right?): ftp://ftp.retinalburn.net/pub/ut2k3/Shot00000.bmp ftp://ftp.retinalburn.net/pub/ut2k3/Shot00001.bmp I don't think this is "The way it's meant to be played(TM)" :) At any rate, I think you can see from the second shot what I mean about the vertices looking wrong. -- Leif Delgass http://www.retinalburn.net |