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From: Brian P. <br...@va...> - 2000-12-15 23:10:38
|
"Jacob (=Jouk) Jansen" wrote: > > Hi all, > > Since some time (around the same time all the software rastering was put > in separate directories) I observe the following 2 problems which may or may > not be related: > To test I use the program xlockmore (see ftp://ftp.tux.org./pub/tux/bagleyd/xlockmore/ > > problems : > -in mode moebius a part of the edge is not drawn resulting in a zig-zag > line. Mesa3.4 draws it correct This looks like a glPolygonMode() bug. The interior edges in the quad strip shouldn't be rendered. Keith could probably find this pretty quickly. > -Occasional xlock crashes in the GL modes due to invalid floats and > access violation. I have no idea where to look for the error since > normal error messages are not given. So probably a memory leak overwrites > the program. Which modes or programs in particular cause this? -Brian |
From: Brian P. <br...@va...> - 2000-12-14 23:08:36
|
Emmanuel Mogenet wrote: > > Is there a way to recompile Mesa so > that it uses pure X calls and doesn't try > to use the GLX extension ? I'm assuming that you're talking about stand-alone Mesa, not the DRI version. Stand-alone Mesa implements the GLX API but not the GLX X extension or GLX protocol. All the gl* and glX* API calls are eventually translated into ordinary Xlib library calls. > The reasons for this request are twofold: > > 1. It has been my experience that more > often than not, OpenGL problems with Linux > are generally bugs in the GLX layer. It can > go from incorrect display to machine reboots. Can you be more clear? I'm not sure if you're talking about runtime/ rendering errors or install/configuration problems. > 2. I'm not interested in Mesa's performances, but in > its render correctness: I use Mesa as a measuring > stick to check other HW accelerated OpenGL implementations. > > 3. I have a couple of machines on my LAN with no GLX extension > whatsoever, and I often need to launch a Linux-based Mesa-linked > app with it's display on that GLX-less remote head. And I can't. Stand-alone Mesa can do this. The X server does not need to have the GLX extension. Actually, it sounds like you are using the XFree86/DRI libGL which does require the GLX extension. If that's what you're using, download the Mesa 3.4 distro and give it a try. Just be careful that you use the right libGL.so then. That's a really common cause of confusion. If you're with me so far, here's some more info: RedHat 7.0 shipped a special libGL.so that's a hybrid of the XFree86/DRI libGL and stand- alone Mesa's libGL.so. It looks to see if the X server has the GLX extension and uses the XFree86/DRI code if it can. Otherwise, it falls back to stand-alone Mesa's Xlib rendering code. I wasn't involved in constructing this hybrid libGL so I'm hesitant to get too involved in it. -Brian |
From: Emmanuel M. <mg...@no...> - 2000-12-14 21:53:04
|
Is there a way to recompile Mesa so that it uses pure X calls and doesn't try to use the GLX extension ? The reasons for this request are twofold: 1. It has been my experience that more often than not, OpenGL problems with Linux are generally bugs in the GLX layer. It can go from incorrect display to machine reboots. 2. I'm not interested in Mesa's performances, but in its render correctness: I use Mesa as a measuring stick to check other HW accelerated OpenGL implementations. 3. I have a couple of machines on my LAN with no GLX extension whatsoever, and I often need to launch a Linux-based Mesa-linked app with it's display on that GLX-less remote head. And I can't. Any help, and/or pointers appreciated. - Emmanuel |
From: Daniel V. <vo...@lo...> - 2000-12-14 20:43:37
|
On Thu, Dec 14, 2000 at 01:29:32PM -0700, Brian Paul wrote: > > I just checked in some changes. Want to give it a try again? Fixes the segfault but is still blurry. Daniel Vogel, Programmer, Loki Software Inc. |
From: Brian P. <br...@va...> - 2000-12-14 20:26:24
|
Daniel Vogel wrote: > > On Thu, Dec 14, 2000 at 12:49:45PM -0700, Brian Paul wrote: > > > > I should rename _P to _q (which is what the 1.2 spec uses now). q is the > > highest-numbered mipmap level that can actually be used, after taking in > > account the image sizes and the value of GL_TEXTURE_MAX_LEVEL. > > > > _M is the max usable lambda value. It should be = _MaxLevel - BaseLevel. > > If you're looking at equation 3.21 in the 1.2 spec, then _M = q - b. I > > should probably rename that variable too (_MaxLambda). > > > > The incoming lambda value is added to BaseLevel to select a mipmap level. > > > > The idea is that lambda=0 will correspond to the BaseLevel texture > > and lambda = _M will correspond to the GL_MAX_LEVEL texture. > > Thanks. > > > I'm not sure why you're seeing blurry images. I haven't tried running > > UT with 3.5 yet. > > Most noticeable with the floor textures in DM-Stalwart. I just checked in some changes. Want to give it a try again? -Brian |
From: Daniel V. <vo...@lo...> - 2000-12-14 20:16:55
|
On Thu, Dec 14, 2000 at 12:49:45PM -0700, Brian Paul wrote: > > I should rename _P to _q (which is what the 1.2 spec uses now). q is the > highest-numbered mipmap level that can actually be used, after taking in > account the image sizes and the value of GL_TEXTURE_MAX_LEVEL. > > _M is the max usable lambda value. It should be = _MaxLevel - BaseLevel. > If you're looking at equation 3.21 in the 1.2 spec, then _M = q - b. I > should probably rename that variable too (_MaxLambda). > > The incoming lambda value is added to BaseLevel to select a mipmap level. > > The idea is that lambda=0 will correspond to the BaseLevel texture > and lambda = _M will correspond to the GL_MAX_LEVEL texture. Thanks. > I'm not sure why you're seeing blurry images. I haven't tried running > UT with 3.5 yet. Most noticeable with the floor textures in DM-Stalwart. Daniel Vogel, Programmer, Loki Software Inc. |
From: emanuel s. <em...@ec...> - 2000-12-14 20:01:47
|
Brian Paul wrote: > > emanuel stiebler wrote: > > > > Hi, > > Just because I don't get it right at the moment ;-) > > > > The actual branches are (?): > > > > mesa_3_4_dev , which is a mesa3.4 with patches ? > > It's actually mesa_3_4_branch. > > > mesa_3_5_dev is the developer "tag" for the next version ? > > No, the trunk has the latest 3.5 development sources. > > > Which on to use, when I like to use the newest stable version ? > > mesa_3_4_branch has the latest stable code. OK, Thanks. Now a cvs checkout & update worked. Anybody working on WIN32 support ? cheers, emanuel |
From: Brian P. <br...@va...> - 2000-12-14 19:46:36
|
Daniel Vogel wrote: > > On Thu, Dec 14, 2000 at 10:16:58AM -0700, Brian Paul wrote: > > > > Are you settting GL_TEXTURE_BASE_LEVEL? > > No, I only set GL_TEXTURE_MAX_LEVEL and cut off the last two mip levels. > It also looks like the filters use the wrong base mipmap. Everything > looks overblurry from an angle and a naive guess would be that it's > taking everything 2 levels too far down. > > > I think I see an error in the calculation in _P. I think I should > > add the base level to it. However, that would increase _P. > > from mtypes.h: > > GLint _P; /* Highest mipmap level */ > GLfloat _M; /* = MIN(MaxLevel, P) - BaseLevel */ > > What do _P and _M actually mean? Is _P the highest mip level based on > the size of the image (e.g. 5 for 32x32) and _M supposed to be the one > after "clipping"? I should rename _P to _q (which is what the 1.2 spec uses now). q is the highest-numbered mipmap level that can actually be used, after taking in account the image sizes and the value of GL_TEXTURE_MAX_LEVEL. _M is the max usable lambda value. It should be = _MaxLevel - BaseLevel. If you're looking at equation 3.21 in the 1.2 spec, then _M = q - b. I should probably rename that variable too (_MaxLambda). The incoming lambda value is added to BaseLevel to select a mipmap level. The idea is that lambda=0 will correspond to the BaseLevel texture and lambda = _M will correspond to the GL_MAX_LEVEL texture. I'm not sure why you're seeing blurry images. I haven't tried running UT with 3.5 yet. -Brian |
From: Daniel V. <vo...@lo...> - 2000-12-14 19:27:22
|
On Thu, Dec 14, 2000 at 10:16:58AM -0700, Brian Paul wrote: > > Are you settting GL_TEXTURE_BASE_LEVEL? No, I only set GL_TEXTURE_MAX_LEVEL and cut off the last two mip levels. It also looks like the filters use the wrong base mipmap. Everything looks overblurry from an angle and a naive guess would be that it's taking everything 2 levels too far down. > I think I see an error in the calculation in _P. I think I should > add the base level to it. However, that would increase _P. from mtypes.h: GLint _P; /* Highest mipmap level */ GLfloat _M; /* = MIN(MaxLevel, P) - BaseLevel */ What do _P and _M actually mean? Is _P the highest mip level based on the size of the image (e.g. 5 for 32x32) and _M supposed to be the one after "clipping"? Daniel Vogel, Programmer, Loki Software Inc. |
From: Brian P. <br...@va...> - 2000-12-14 19:17:20
|
emanuel stiebler wrote: > > Hi, > Just because I don't get it right at the moment ;-) > > The actual branches are (?): > > mesa_3_4_dev , which is a mesa3.4 with patches ? It's actually mesa_3_4_branch. > mesa_3_5_dev is the developer "tag" for the next version ? No, the trunk has the latest 3.5 development sources. > Which on to use, when I like to use the newest stable version ? mesa_3_4_branch has the latest stable code. -Brian |
From: emanuel s. <em...@ec...> - 2000-12-14 18:47:31
|
Hi, Just because I don't get it right at the moment ;-) The actual branches are (?): mesa_3_4_dev , which is a mesa3.4 with patches ? mesa_3_5_dev is the developer "tag" for the next version ? Which on to use, when I like to use the newest stable version ? cheers & thanks, emanuel |
From: Brian P. <br...@va...> - 2000-12-14 17:13:48
|
Daniel Vogel wrote: > > hi` > > I tried running UT with the Mesa software renderer and when I turned on > trilinear filtering it crashed in sample_2d_linear being called with a > NULL pointer for the image from sample_2d_linear_mipmap_linear. The > problem seems to be that UT uses GL_TEXTURE_MAX_LEVEL and tObj->_P was 7 > and tObj->_M was 5. From what I can read in mtypes.h shouldn't _M be > used instead of _P in the following code? Changing the code to use _M at > least made it work ;) BTW, why is _M a float and not an integer? > > s_texture.c:840 [sample_2d_linear_mipmap_linear] > > if (level >= tObj->_P) { > sample_2d_linear( tObj, tObj->Image[tObj->_P], s, t, rgba); > } > else { > GLchan t0[4], t1[4]; /* texels */ > const GLfloat f = myFrac(lambda); > sample_2d_linear( tObj, tObj->Image[level ], s, t, t0 ); > sample_2d_linear( tObj, tObj->Image[level+1], s, t, t1 ); > rgba[RCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); > rgba[GCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); > rgba[BCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); > rgba[ACOMP] = (GLchan) (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); > } Are you settting GL_TEXTURE_BASE_LEVEL? I think I see an error in the calculation in _P. I think I should add the base level to it. However, that would increase _P. I'll have to review the spec and write a test program. I do think there is a bug here. Thanks for flagging it. -Brian |
From: Daniel V. <vo...@lo...> - 2000-12-14 09:49:49
|
hi` I tried running UT with the Mesa software renderer and when I turned on trilinear filtering it crashed in sample_2d_linear being called with a NULL pointer for the image from sample_2d_linear_mipmap_linear. The problem seems to be that UT uses GL_TEXTURE_MAX_LEVEL and tObj->_P was 7 and tObj->_M was 5. From what I can read in mtypes.h shouldn't _M be used instead of _P in the following code? Changing the code to use _M at least made it work ;) BTW, why is _M a float and not an integer? s_texture.c:840 [sample_2d_linear_mipmap_linear] if (level >= tObj->_P) { sample_2d_linear( tObj, tObj->Image[tObj->_P], s, t, rgba); } else { GLchan t0[4], t1[4]; /* texels */ const GLfloat f = myFrac(lambda); sample_2d_linear( tObj, tObj->Image[level ], s, t, t0 ); sample_2d_linear( tObj, tObj->Image[level+1], s, t, t1 ); rgba[RCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[RCOMP] + f * t1[RCOMP]); rgba[GCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[GCOMP] + f * t1[GCOMP]); rgba[BCOMP] = (GLchan) (GLint) ((1.0F-f) * t0[BCOMP] + f * t1[BCOMP]); rgba[ACOMP] = (GLchan) (GLint) ((1.0F-f) * t0[ACOMP] + f * t1[ACOMP]); } Daniel Vogel, Programmer, Loki Software Inc. |
From: <jo...@hr...> - 2000-12-13 14:54:05
|
br...@va... wrote on 12-DEC-2000 18:18:30.50 To: "Jacob (=Jouk) Jansen" <jo...@hr...> CC: Subj: Re: [Mesa3d-dev] Re: bugs >"Jacob (=Jouk) Jansen" wrote: >> >> kl...@ma... wrote on 11-DEC-2000 12:10:03.80 >> >> -in mode moebius a part of the edge is not drawn resulting in a zig-zag >> > line. Mesa3.4 draws it correct >> > >> >Maybe it is because of a change I made sometime ago: Do you use GL_NEAREST for texturing both for min and max texturing-mode? Is this zig-zag line only one pixel-big, i.e. if you change the size of the window, does this zig-zag-pattern scale, too, or n >ot? >> > >> >If both things are the case, then the bugs will disappear soon. >> Probably this is the case. >> The zig-zag is of course part of the correct picture but the curve connecting >> the points of the zig-zag is missing in part. >> >Have you tried Mesa since yesterday's check-ins? I disabled the two >optimized textured triangle functions that were generated inaccurate >texture coords. Even in the CVS version of th morning (MET) I saw the problems. Jouk Ceterum censeo tertium millennium post Christum natum anno MMI incepturum esse >------------------------------------------------------------------------------< Jouk Jansen jo...@hr... Technische Universiteit Delft tttttttttt uu uu ddddddd Nationaal centrum voor HREM tttttttttt uu uu dd dd Rotterdamseweg 137 tt uu uu dd dd 2628 AL Delft tt uu uu dd dd Nederland tt uu uu dd dd tel. 31-15-2781536 tt uuuuuuu ddddddd >------------------------------------------------------------------------------< |
From: <jo...@hr...> - 2000-12-13 07:20:49
|
kl...@ma... wrote on 12-DEC-2000 17:16:04.98 >Thanks for your pictures. I looked at them, but I'm not sure anymore if this error has to do with my changes. > >I would be very happy if you could try to download the file > >http://www.math.leidenuniv.nl/~klaus/s_triangle.c > >and copy it to the directory Mesa/src/swrast/s_triangle.c, recompile everything and see if it works now correctly. I dropped all the changes I once made and if the error is gone then it is my fault. Did this but it does not help Jouk Ceterum censeo tertium millennium post Christum natum anno MMI incepturum esse >------------------------------------------------------------------------------< Jouk Jansen jo...@hr... Technische Universiteit Delft tttttttttt uu uu ddddddd Nationaal centrum voor HREM tttttttttt uu uu dd dd Rotterdamseweg 137 tt uu uu dd dd 2628 AL Delft tt uu uu dd dd Nederland tt uu uu dd dd tel. 31-15-2781536 tt uuuuuuu ddddddd >------------------------------------------------------------------------------< |
From: Brian P. <br...@va...> - 2000-12-12 17:18:34
|
"Jacob (=Jouk) Jansen" wrote: > > kl...@ma... wrote on 11-DEC-2000 12:10:03.80 > >> -in mode moebius a part of the edge is not drawn resulting in a zig-zag > > line. Mesa3.4 draws it correct > > > >Maybe it is because of a change I made sometime ago: Do you use GL_NEAREST for texturing both for min and max texturing-mode? Is this zig-zag line only one pixel-big, i.e. if you change the size of the window, does this zig-zag-pattern scale, too, or not? > > > >If both things are the case, then the bugs will disappear soon. > Probably this is the case. > The zig-zag is of course part of the correct picture but the curve connecting > the points of the zig-zag is missing in part. > Jouk, Have you tried Mesa since yesterday's check-ins? I disabled the two optimized textured triangle functions that were generated inaccurate texture coords. -Brian |
From: Brian P. <br...@va...> - 2000-12-12 17:16:46
|
[I'm moving this thread to mesa3d-dev] "Jon M. Taylor" wrote: > > On Mon, 11 Dec 2000, Brian Paul wrote: > > > jt...@us... wrote: > > > > > > Update of /cvsroot/mesa3d/Mesa/include/GL > > > In directory slayer.i.sourceforge.net:/tmp/cvs-serv8112/include/GL > > > > > > Modified Files: > > > Makefile.am > > > Log Message: > > > Added a new configure.in flag, --enable-glut-build. > > > This defaults to "off", so GLUT is not built by default. > > > > Why did you do this? > > 1: There are several alternate version of GLUT present in the CVS > tree, and there's no way to select which one to build right now. If the > "standard" GLUT (Mesa/src-glut) is built and installed (which was done by > default), it wipes out any previously-installed libglut.so. I wouldn't worry about the other versions of glut. > 2: Many people don't need or want GLUT built in the first place, and it is > used only for the demos. It seems to be something of a standard in other > packages built with auto* scripts to not build demos by default, so.... > > 3: I suppose that the "correct" solution would involve extending > src-glut/* to be able to support GGI, BeOS, Win32, DJGPP, etc etc with a > compile-time switch, but that's up to whoever's maintaining the GLUT > sources. > > If you have any suggestions for neatening this up in a better way, > please let me know. I guess I could default it to "on" if you want. So, what's the make <target> for building GLUT and the demos? How about this: build libGL and libGLU always. Use 'make glut' to build libglut. Use 'make demos' to build GLUT and the demos. -Brian |
From: <jo...@hr...> - 2000-12-11 15:53:37
|
kl...@ma... wrote on 11-DEC-2000 12:10:03.80 >> -in mode moebius a part of the edge is not drawn resulting in a zig-zag > line. Mesa3.4 draws it correct > >Maybe it is because of a change I made sometime ago: Do you use GL_NEAREST for texturing both for min and max texturing-mode? Is this zig-zag line only one pixel-big, i.e. if you change the size of the window, does this zig-zag-pattern scale, too, or not? > >If both things are the case, then the bugs will disappear soon. Probably this is the case. The zig-zag is of course part of the correct picture but the curve connecting the points of the zig-zag is missing in part. Jouk Ceterum censeo tertium millennium post Christum natum anno MMI incepturum esse >------------------------------------------------------------------------------< Jouk Jansen jo...@hr... Technische Universiteit Delft tttttttttt uu uu ddddddd Nationaal centrum voor HREM tttttttttt uu uu dd dd Rotterdamseweg 137 tt uu uu dd dd 2628 AL Delft tt uu uu dd dd Nederland tt uu uu dd dd tel. 31-15-2781536 tt uuuuuuu ddddddd >------------------------------------------------------------------------------< |
From: Brian P. <br...@va...> - 2000-12-11 15:41:25
|
"Jacob (=Jouk) Jansen" wrote: > > Hi all, > > The new glx-header files give a lot of problems compiling glut: > -Defining GLX_SGIS_multisample results in an undefined > GLX_SAMPLES_SGIS > in i.e. GLUT_DSTR.C. > -defining GLX_SGIX_video_resize or GLX_SYNC_FRAME_SGIX results in undefined > functions : > glXBindChannelToWindowSGIX > glXChannelRectSGIX > glXChannelRectSyncSGIX > glXQueryChannelDeltasSGIX > glXQueryChannelRectSGIX > -defining GLX_SGIX_fbconfig results in undefined functions : > glXCreateContextWithConfigSGIX > glXGetFBConfigAttribSGIX > glXGetFBConfigFromVisualSGIX Two problems: 1. glut_dstr.c shouldn't include glx.h since glutint.h already includes it. I've fixed glut_dstr.c 2. The glxext.h file is broken. It #defines GLX_SGIS_multisample but doesn't define any of the extension's new tokens. I've made a temporary fix and will report the problem to SGI. -Brian |
From: Klaus N. <kl...@ma...> - 2000-12-11 10:52:42
|
> -in mode moebius a part of the edge is not drawn resulting in a zig-zag line. Mesa3.4 draws it correct Maybe it is because of a change I made sometime ago: Do you use GL_NEAREST for texturing both for min and max texturing-mode? Is this zig-zag line only one pixel-big, i.e. if you change the size of the window, does this zig-zag-pattern scale, too, or not? If both things are the case, then the bugs will disappear soon. Brian? If you want I can remove my routine and send you the new file or will you do it? Klaus |
From: <jo...@hr...> - 2000-12-11 09:17:09
|
Hi all, Since some time (around the same time all the software rastering was put in separate directories) I observe the following 2 problems which may or may not be related: To test I use the program xlockmore (see ftp://ftp.tux.org./pub/tux/bagleyd/xlockmore/ problems : -in mode moebius a part of the edge is not drawn resulting in a zig-zag line. Mesa3.4 draws it correct -Occasional xlock crashes in the GL modes due to invalid floats and access violation. I have no idea where to look for the error since normal error messages are not given. So probably a memory leak overwrites the program. Jouk Ceterum censeo tertium millennium post Christum natum anno MMI incepturum esse >------------------------------------------------------------------------------< Jouk Jansen jo...@hr... Technische Universiteit Delft tttttttttt uu uu ddddddd Nationaal centrum voor HREM tttttttttt uu uu dd dd Rotterdamseweg 137 tt uu uu dd dd 2628 AL Delft tt uu uu dd dd Nederland tt uu uu dd dd tel. 31-15-2781536 tt uuuuuuu ddddddd >------------------------------------------------------------------------------< |
From: <jo...@hr...> - 2000-12-11 08:37:33
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Hi all, The new glx-header files give a lot of problems compiling glut: -Defining GLX_SGIS_multisample results in an undefined GLX_SAMPLES_SGIS in i.e. GLUT_DSTR.C. -defining GLX_SGIX_video_resize or GLX_SYNC_FRAME_SGIX results in undefined functions : glXBindChannelToWindowSGIX glXChannelRectSGIX glXChannelRectSyncSGIX glXQueryChannelDeltasSGIX glXQueryChannelRectSGIX -defining GLX_SGIX_fbconfig results in undefined functions : glXCreateContextWithConfigSGIX glXGetFBConfigAttribSGIX glXGetFBConfigFromVisualSGIX Jouk Ceterum censeo tertium millennium post Christum natum anno MMI incepturum esse >------------------------------------------------------------------------------< Jouk Jansen jo...@hr... Technische Universiteit Delft tttttttttt uu uu ddddddd Nationaal centrum voor HREM tttttttttt uu uu dd dd Rotterdamseweg 137 tt uu uu dd dd 2628 AL Delft tt uu uu dd dd Nederland tt uu uu dd dd tel. 31-15-2781536 tt uuuuuuu ddddddd >------------------------------------------------------------------------------< |
From: Gareth H. <ga...@va...> - 2000-12-08 13:37:05
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Keith Whitwell wrote: > > The early culling code turned out to be a dead end in the face of assembly, > particularly 3dnow and I guess SSE, and cards that did fast culling at the end > of the pipe. There ended up being less and less reason for it until you look > at the DRI drivers and they all turn it off. I've removed it in 3.5. Excellent. I'd still like to do some performance analysis of culling in render_vb_triangles and friends as we've discussed, but I'm glad to see this gone. > The IsMatSpecular test I'm not so adamant about. It can come back if anyone > feels strongly, but I felt it might be easier to get a clean assembly > implementation of lighting without it. Thinking about it, I don't really care either way. It certainly reduces the combinatoral explosion of my per-light assembly code, but it's not that big a deal. Non-specular lighting will be slower of course. I'll forward my code for you and Brian to check out, and you'll be able to see how I would handle specular vs. non-specular lights. I'll reserve my judgement for later on this one. > Anyway, there's another change to that file rattling through the pipes. > Here's my latest code which cleans a few things up, and importantly removes > the requirement that VB->Flags exists (for DrawArrays this was a pain). Nice work -- I really like the changes you've made here. It fits in quite nicely with what I've been working on, so there are no problems there. As I said, I'll forward a snapshot (based on the 3.4 code) on Monday or thereabouts for you to check out. -- Gareth |
From: Keith W. <ke...@va...> - 2000-12-08 05:14:39
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Gareth Hughes wrote: > > Keith, I haven't looked into this much yet, but I was wondering if you > could give me a quick rundown of the changes you've made to > t_shade_tmp.h -- I've noticed the masked versions have gone, as has the > light->IsMatSpecular[side] test. > > Thanks. I'd like any work I do on replacements of the 3.4 code (for > hardware drivers) to be easily transitioned to 3.5 when the time comes. > The early culling code turned out to be a dead end in the face of assembly, particularly 3dnow and I guess SSE, and cards that did fast culling at the end of the pipe. There ended up being less and less reason for it until you look at the DRI drivers and they all turn it off. I've removed it in 3.5. The IsMatSpecular test I'm not so adamant about. It can come back if anyone feels strongly, but I felt it might be easier to get a clean assembly implementation of lighting without it. Anyway, there's another change to that file rattling through the pipes. Here's my latest code which cleans a few things up, and importantly removes the requirement that VB->Flags exists (for DrawArrays this was a pain). Keith |
From: Gareth H. <ga...@va...> - 2000-12-08 04:10:07
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Keith, I haven't looked into this much yet, but I was wondering if you could give me a quick rundown of the changes you've made to t_shade_tmp.h -- I've noticed the masked versions have gone, as has the light->IsMatSpecular[side] test. Thanks. I'd like any work I do on replacements of the 3.4 code (for hardware drivers) to be easily transitioned to 3.5 when the time comes. -- Gareth |