From: Daniel V. <vo...@lo...> - 2000-10-11 00:51:12
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hi` I added a compile time switch to use glDrawArrays instead of glDrawElements and this fixed the problem. So I assume there might be a bug in glDrawElements in conjunction with CVAs. On Tue, Oct 10, 2000 at 11:37:40AM -0700, Daniel Vogel wrote: > hi` > > http://www.lokigames.com/~vogel/UT/OpenGLDrv.so has an additional OpenGL > renderer implementation for Unreal Tournament that uses vertex arrays > and GL_EXT_secondary_color for one pass fogging. Sadly it doesn't work > well on a Voodoo 5. Especially if I use compiled vertex arrays. > > To get it to run copy the .so file into your system directory and then > add the following section to your UnrealTournament.ini file in your > ~/.loki/ut/System directory. > > [OpenGLDrv.OpenGLRenderDevice] > UseTNT=0 > UseGammaExtension=1 > UseModulatedGamma=0 > UseS3TC=0 > OpenGLLibName=libGL.so.1 > MinDepthBits=16 > MaxLogUOverV=8 > MaxLogVOverU=8 > UseMultiTexture=1 > UsePalette=1 > UseAlphaPalette=0 > ShareLists=0 > AlwaysMipmap=0 > DoPrecache=0 > Translucency=True > VolumetricLighting=True > ShinySurfaces=True > Coronas=True > HighDetailActors=True > DetailTextures=True > UseTrilinear=True > > to turn off CVAs enter the console by hitting ~ and then enter > dgl_usecva - this will toggle the use of CVAs. If the implementation > supports GL_EXT_secondary_color you can disable an optimized path by > entering dgl_buffertris. > > http://cvs.lokigames.com/cgi-bin/cvsweb.cgi/OpenUT/OpenGLDrv/Src/OpenGL.cpp?rev=1.2&content-type=text/x-cvsweb-markup > > is a link to the source file on our external CVS server. > > -- > Daniel Vogel vo...@lo... > Programmer 714-505-8915 x17 > Loki Software www.lokigames.com > _______________________________________________ > Dri-devel mailing list > Dri...@li... > http://lists.sourceforge.net/mailman/listinfo/dri-devel -- Daniel Vogel vo...@lo... Programmer 714-505-8915 x17 Loki Software www.lokigames.com |