From: Arkadi S. <ar...@it...> - 2003-01-29 01:30:27
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Hi. I'm working on QuakeForge engine, and some things related to transparency (player damage blood) and 'dynamic lighting' (grenade explosion) are very slow. Quake3 runs faster in mean time. I want to investigate problem further on Quake side, but I want to be sure I understood mach64 limitation correctly from what I've read at http://www.retinalburn.net/linux/dri_status.html - glEnable(GL_FOG) and glEnable(GL_BLEND) cannot be enabled at the same time. - 'Texture environment modes: GL_BLEND is done in software..' - mean glTexEnv(GL_BLEND) is software. GL_DECAL is hw accelerated. GL_MODULATE with GL_LUMINANCE_ALPHA is software. cvs co -r mach64-0-0-5-branch xc/xc/lib/GL/mesa/src/drv/mach64 are the right files to investigate for additional limitations? BTW, when particular operation is implemented in software but require some on-screen content, driver copy already rendered chunk from framebuffer, pass it to Mesa, then copy back? arkadi. |