From: <p...@di...> - 2005-02-03 07:01:13
|
On Wed 02 Feb 05, 4:58 PM, Brian Paul said: > Peter Jay Salzman wrote: > > >But my wife has a Voodoo 3 in her machine, which also uses glide3 and the > >tdfx module. Her system claims that she has a wide range of point sizes > >and line widths! > > > According to the tdfx driver code (line 280 of tdfx_context.c): > > /* No wide points. > */ > ctx->Const.MinPointSize = 1.0; > ctx->Const.MinPointSizeAA = 1.0; > ctx->Const.MaxPointSize = 1.0; > ctx->Const.MaxPointSizeAA = 1.0; > > /* Disable wide lines as we can't antialias them correctly in > * hardware. > */ > ctx->Const.MinLineWidth = 1.0; > ctx->Const.MinLineWidthAA = 1.0; > ctx->Const.MaxLineWidth = 1.0; > ctx->Const.MaxLineWidthAA = 1.0; > ctx->Const.LineWidthGranularity = 1.0; > > I don't know how anything but 1.0 would be reported with the Voodoo3. I just figured how. I was ssh'ing into her system to run the test program. There was a message that said something to the effect that I wasn't allowed to use DRI, so that implies it fell back on software rendering. I just went over to her monitor and tried it. Sure enough - line width and point sizes of only 1. > >OK. Guess it's time for a new video card, then. But in the meantime, is > >there a way to force software rendering? > > Do this before you run your app: > setenv LIBGL_ALWAYS_INDIRECT 1 Yeah -- that worked, suitably translated into bash ;-). I guess hardware rendering is screwed up. Which is wierd. Whatever functionality is broken must not be getting used by real games like quake[1-3] and .*doom. This is good enough now. It'll allow me to continue along in the redbook. It was a bummer writing my own little learning programs and not being able to see the correct (or, often, incorrect) output. :-) Thanks for your help! Getting back to vertex arrays... Pete |