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From: Eric H. <lin...@ya...> - 2000-07-11 18:09:06
|
I tried to link pthreads in, but it still reported the error. Instead of ./configure & make I ran the make -f Makefile.X11 linux-elf That built me a version that runs fine on everything I've tested it against. Someone should fix the configure/make since most people would perfer to use that instead of sifting through the docs and finding an alternative way to making mesa build successfully. -Eric --- Stephen J Baker <sj...@li...> wrote: > On Fri, 7 Jul 2000, Eric Harlow wrote: > > > > > I did an install of Redhat 6.2 > > > > I downloaded the latest Mesa + Demos. > > > > I made everything. > > > > Seemed to compile. > > > > I went to the samples directory. Ran "make -f > > Makefile.X11 targets" since the samples were not > made. > > It worked. I try to run the samples. > > > > I get this error on *some* but not all. > > > > BUG IN DYNAMIC LINKER dl.so: dl-version.c: 210: > > _dl_check_map_versions: Assertion 'needed != > ((void *) > > 0)' failed. > > > > This happens on "samples/sphere" but not on > > "samples/fog". I'm learning OpenGl/Mesa so help > is > > appreciated. > > This is the infamous 42944 bug in the Linux 'ldd' > linker. > > http://www.debian.org/Bugs/db/42/42944.html > > "Basically, it involves having a shared library > that calls > pthread library functions, and a program that > uses the > shared library but isn't linked against > libpthread itself." > > The work-around is to link the pthreads library into > your program explicitly rather than relying on Mesa > to pull it in. > > This bug has been around long enough to make it into > a Linux fortune cookie! > > "Stopping Apache webserver...sleeping...starting > again... > apache: dl-version.c:189: _dl_check_map_versions: > Assertion > `needed != ((void *)0)' failed > noooooooooooooooooooooooooooo > -- netgod on #Debian at LISC" > > Enjoy! > > Steve Baker (817)619-2657 > (Vox/Vox-Mail) > L3Com/Link Simulation & Training (817)619-2466 (Fax) > Work: sj...@li... http://www.link.com > Home: sjb...@ai... > http://web2.airmail.net/sjbaker1 > __________________________________________________ Do You Yahoo!? Get Yahoo! Mail Free email you can access from anywhere! http://mail.yahoo.com/ |
From: Stephen J B. <sj...@li...> - 2000-07-11 17:09:12
|
On Fri, 7 Jul 2000, Eric Harlow wrote: > > I did an install of Redhat 6.2 > > I downloaded the latest Mesa + Demos. > > I made everything. > > Seemed to compile. > > I went to the samples directory. Ran "make -f > Makefile.X11 targets" since the samples were not made. > It worked. I try to run the samples. > > I get this error on *some* but not all. > > BUG IN DYNAMIC LINKER dl.so: dl-version.c: 210: > _dl_check_map_versions: Assertion 'needed != ((void *) > 0)' failed. > > This happens on "samples/sphere" but not on > "samples/fog". I'm learning OpenGl/Mesa so help is > appreciated. This is the infamous 42944 bug in the Linux 'ldd' linker. http://www.debian.org/Bugs/db/42/42944.html "Basically, it involves having a shared library that calls pthread library functions, and a program that uses the shared library but isn't linked against libpthread itself." The work-around is to link the pthreads library into your program explicitly rather than relying on Mesa to pull it in. This bug has been around long enough to make it into a Linux fortune cookie! "Stopping Apache webserver...sleeping...starting again... apache: dl-version.c:189: _dl_check_map_versions: Assertion `needed != ((void *)0)' failed noooooooooooooooooooooooooooo -- netgod on #Debian at LISC" Enjoy! Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |
From: Brian P. <br...@va...> - 2000-07-10 18:50:54
|
Alessandro Pisani wrote: > > Preliminar note: this patch is against Mesa 3.2-final > Okay, i've fixed the bi**h : now it works fine ;) > Thanks to Eero Pajarre for helping me understand what was wrong :) > > The attached file will replace these files: > win32\nmake.mak > win32\nmake.mif > win32\rules\lib.fxmesa > win32\rulelib.fxmesa32 > > With these changes you will be able to recompile Mesa+3dfx from mesae32.bat > or nmake /f win32\nmake.mak without receiving "unresolved external" errors. > > I tested the new files with my MS-VC 6.0, enabling ALL optimizations (asm > x86, mmx, 3dnow) and all of them now work ;) > Note: for some strange reason i can't understand, NASM 0.98 does not want a > NASM variabile is set in the environment WHEN called from win32/nmake.mak > (that's strange 'cos the same thing doesn't happen with makefile.fx), so i > changed the NASM variable in all the files above to USENASM. > > (if you try to compile mesa+3dfx from win32/nmake.mak with NASM=whatever, > you will receive an error like "more than one input file specified"... it > seems like NASM read the env-variable NASM and uses "whatever" as first > input-file value.... ?!?) > > More patches for MSVC6 are under testing ... ;) > Hope that helps, > TXM > > PS: the file attached is intended to be unzipped in the mesa root dir. Done. I've checked in the new changes to the Mesa 3.2 branch. They'll be in the 3.2.1 release which I hope to finish this week. -Brian |
From: Matt C. <mca...@vt...> - 2000-07-08 01:42:58
|
Just out of curiousity, when you built the demos and library, how come you didn't run the ./configure script? ----- Original Message ----- From: "Eric Harlow" <lin...@ya...> To: <mes...@li...> Sent: Friday, July 07, 2000 7:59 PM Subject: [Mesa3d-users] Problem compiling Mesa demos. > > I did an install of Redhat 6.2 > > I downloaded the latest Mesa + Demos. > > I made everything. > > Seemed to compile. > > I went to the samples directory. Ran "make -f > Makefile.X11 targets" since the samples were not made. > It worked. I try to run the samples. > > I get this error on *some* but not all. > > BUG IN DYNAMIC LINKER dl.so: dl-version.c: 210: > _dl_check_map_versions: Assertion 'needed != ((void *) > 0)' failed. > > This happens on "samples/sphere" but not on > "samples/fog". I'm learning OpenGl/Mesa so help is > appreciated. > > -Eric > > __________________________________________________ > Do You Yahoo!? > Send instant messages & get email alerts with Yahoo! Messenger. > http://im.yahoo.com/ > > _______________________________________________ > Mesa3d-users mailing list > Mes...@li... > http://lists.sourceforge.net/mailman/listinfo/mesa3d-users |
From: Eric H. <lin...@ya...> - 2000-07-08 00:05:22
|
I did an install of Redhat 6.2 I downloaded the latest Mesa + Demos. I made everything. Seemed to compile. I went to the samples directory. Ran "make -f Makefile.X11 targets" since the samples were not made. It worked. I try to run the samples. I get this error on *some* but not all. BUG IN DYNAMIC LINKER dl.so: dl-version.c: 210: _dl_check_map_versions: Assertion 'needed != ((void *) 0)' failed. This happens on "samples/sphere" but not on "samples/fog". I'm learning OpenGl/Mesa so help is appreciated. -Eric __________________________________________________ Do You Yahoo!? Send instant messages & get email alerts with Yahoo! Messenger. http://im.yahoo.com/ |
From: david b. <sup...@ho...> - 2000-07-07 20:06:35
|
very simple when you compile your programms use the option -lm to link math library to your programm ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com |
From: Alessandro P. <al...@ti...> - 2000-07-07 09:01:58
|
Preliminar note: this patch is against Mesa 3.2-final Okay, i've fixed the bi**h : now it works fine ;) Thanks to Eero Pajarre for helping me understand what was wrong :) The attached file will replace these files: win32\nmake.mak win32\nmake.mif win32\rules\lib.fxmesa win32\rulelib.fxmesa32 With these changes you will be able to recompile Mesa+3dfx from mesae32.bat or nmake /f win32\nmake.mak without receiving "unresolved external" errors. I tested the new files with my MS-VC 6.0, enabling ALL optimizations (asm x86, mmx, 3dnow) and all of them now work ;) Note: for some strange reason i can't understand, NASM 0.98 does not want a NASM variabile is set in the environment WHEN called from win32/nmake.mak (that's strange 'cos the same thing doesn't happen with makefile.fx), so i changed the NASM variable in all the files above to USENASM. (if you try to compile mesa+3dfx from win32/nmake.mak with NASM=whatever, you will receive an error like "more than one input file specified"... it seems like NASM read the env-variable NASM and uses "whatever" as first input-file value.... ?!?) More patches for MSVC6 are under testing ... ;) Hope that helps, TXM PS: the file attached is intended to be unzipped in the mesa root dir. |
From: Michael V. <mi...@mj...> - 2000-07-07 00:29:23
|
I can't seem to find cos and sin in the Linux math.h file. It's used in a few of the demos. Anyone know where it went or if it was replaced by something else? Mike |
From: Eero P. <epa...@ko...> - 2000-07-05 19:05:31
|
Alessandro Pisani wrote: > > Okay: the error i obtain is this: > > .\Release\fxmesa32\OpenGL32.dll ... > NMAKE : fatal error U1077: 'E:\PROGRA~1\MICROS~2\VC98\BIN\link.exe' : > return code '0x460' > Stop. > NMAKE : fatal error U1077: '"E:\PROGRAMMI\MICROSOFT VISUAL > STUDIO\VC98\BIN\NMAKE.exe"' : return code '0x2' > Stop. > NMAKE : fatal error U1077: '"E:\PROGRAMMI\MICROSOFT VISUAL > STUDIO\VC98\BIN\NMAKE.exe"' : return code '0x2' > Stop. > > and i found it happens IF AND ONLY IF the gl_init_xxx_asm_transforms() > (where xxx can assume values of x86, 3dnow, mmx) function is compiled. > How can this problem be avoided ? How are you trying to compile Mesa? Yous should be able to nmake -f Makefile.fx in src directory. It is not so long time ago I did this. At that time the compilation with katmain, x86 and 3dnow was possible. (Not sure about mmx, as it was not of interest with 3dfx). Also I was not able to test how well the katmai or 3dnow portions actually worked, the plain X86 optimization was ok) (I have been maintaining the makefile.fx compilation for Win32/3dfx. Unfortunatelly I cannot test it with my current setup. I will try to do that sometime....) Eero |
From: Brian P. <br...@pr...> - 2000-07-05 15:11:14
|
Alessandro Pisani wrote: > > Hi all. > I'm having some problems with 3dnow and MMX optimized code compiling the > Mesa3.2 for Win32 using 3dfx-Glide driver. > I use MS-VC 6.0, NASM 0.98 and Glide SDK 2.x. > The problem is: the code is compiled and linked successfully in > opengl32.dll *only if* i do not set USE_X86_ASM nor USE_3DNOW_ASM nor > USE_MMX_ASM, which i do adding /DUSE_xxx_ASM swtiches in the $(CPPOPTS) > field of (mesadir)\WIN32\RULES\LIB.FXMESA and > (mesadir)\WIN32\RULES\LIB.FXMESA32 . > > Enabling these switches (which make optimized routines becoming operative) > cause code to be compiled successfully but resulting in a linked error from > NASM during opengl32.dll creation. Also, as far as i see in makefile.fx > file in (mesadir)\src, the file src\fx\x86\fx_3dnow_fastpath.S is NOT > compiled 'cos it is missing in both lib.fxmesa and lib.fxmesa32. > > Are these known problems ? What can I do ? No one is actively maintaining the Win32 support in Mesa. I can't help with that. -Brian |
From: Brian P. <br...@pr...> - 2000-07-05 14:59:48
|
Alex Farber wrote: > > Dear Paul, > > Brian Paul wrote: > > Alex Farber wrote: > > > > > > /\ /\ > > > / \ ---> /\/\ > > > / \ /\/\/\ > > > > > > http://www.kawo2.rwth-aachen.de/~alex/mesa/scale-1.81.gif > > thanks for your reply! > > > At first, I was going to ask if those triangles are _really_ small > > (i.e. less than one pixel in area). In that case, I just recently > > made a change to Mesa's triangle rasterizer to prevent culling of > > very tiny, but significant triangles. > > I think there are some really small triangles. > > > However, the fact that you also see it in two hardware implementations > > kind of discounts that idea. > > > > I'm not sure what to say. Has anyone else seen this sort of thing? > > > > You sound pretty confident that the shared vertices really are identical. > > Even a very tiny variance between two co-located coordinates can effect > > the point sampling of adjacent triangles. > > That could be the reason too... > > I have also received a reply, suggesting that the depth buffer isn't > precise enough since my far and near values differ too much. I have > however experimented with these values and it didn't help. I also wonder > if this is a likely reason since I use glOrtho and not glFrustum... > > I apologize, that I am just asking a question without submitting any > test program - my thesis is a bigger program and I'm unfortunately not > allowed to distribute it. Since I have to write the docs for my thesis > in the next 3 weeks, I don't have time to write a small test case, sorry... > > However I've got a great advice from Dirk Reiners not to use any tesse- > lation, but use a 1-dimensional texture. Now the strange holes are gone... > > I have one more problem now and would appreciate any hints: now, when > I am using the 1-dimensional texture, the objects look great and without > any holes. However the performance has really dropped (I have tried both > MESA and G200). This is a surprise for me, since I was expecting the 3D- > cards to have good texture performance and since the number of vertices > decreased (I don't tesselate anymore). > > Using glBindTexture hasn't helped. Reading OpenGL FAQ either... 1D textures may not be accelerated in those drivers. Try a narrow 2D texture instead. -Brian |
From: Alessandro P. <al...@ti...> - 2000-07-05 14:27:36
|
Okay: the error i obtain is this: .\Release\fxmesa32\OpenGL32.dll ... NMAKE : fatal error U1077: 'E:\PROGRA~1\MICROS~2\VC98\BIN\link.exe' : return code '0x460' Stop. NMAKE : fatal error U1077: '"E:\PROGRAMMI\MICROSOFT VISUAL STUDIO\VC98\BIN\NMAKE.exe"' : return code '0x2' Stop. NMAKE : fatal error U1077: '"E:\PROGRAMMI\MICROSOFT VISUAL STUDIO\VC98\BIN\NMAKE.exe"' : return code '0x2' Stop. and i found it happens IF AND ONLY IF the gl_init_xxx_asm_transforms() (where xxx can assume values of x86, 3dnow, mmx) function is compiled. How can this problem be avoided ? TXM --- Alessandro Pisani aka TXM - email:al...@ti..., ICQ #2209087 INWO Project Head-programmer - http://www.inwoproject.f2s.com/ Team Isa++ software design coder ----- http://teamisa.cjb.net/ |
From: Alessandro P. <al...@ti...> - 2000-07-05 12:54:56
|
Hi all. I'm having some problems with 3dnow and MMX optimized code compiling the Mesa3.2 for Win32 using 3dfx-Glide driver. I use MS-VC 6.0, NASM 0.98 and Glide SDK 2.x. The problem is: the code is compiled and linked successfully in opengl32.dll *only if* i do not set USE_X86_ASM nor USE_3DNOW_ASM nor USE_MMX_ASM, which i do adding /DUSE_xxx_ASM swtiches in the $(CPPOPTS) field of (mesadir)\WIN32\RULES\LIB.FXMESA and (mesadir)\WIN32\RULES\LIB.FXMESA32 . Enabling these switches (which make optimized routines becoming operative) cause code to be compiled successfully but resulting in a linked error from NASM during opengl32.dll creation. Also, as far as i see in makefile.fx file in (mesadir)\src, the file src\fx\x86\fx_3dnow_fastpath.S is NOT compiled 'cos it is missing in both lib.fxmesa and lib.fxmesa32. Are these known problems ? What can I do ? Thank you in advance, TXM --- Alessandro Pisani aka TXM - email:al...@ti..., ICQ #2209087 INWO Project Head-programmer - http://www.inwoproject.f2s.com/ Team Isa++ software design coder ----- http://teamisa.cjb.net/ |
From: david b. <sup...@ho...> - 2000-07-05 07:21:21
|
can I use display to have better performance for a programm write in openGL ? ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com |
From: Nigel S. <ni...@ni...> - 2000-07-04 16:34:03
|
> is it possible to use mesa as an "in system memory" renderer You want to use the OSMesa API to render into a memory buffer: http://www.mesa3d.org/lxr/source/docs/README#L255 -- Nigel Stewart (ni...@ni...) Research Student, Software Developer Y2K is the new millenium for the mathematically challenged. |
From: Nigel S. <ni...@ni...> - 2000-07-04 15:50:50
|
> I'm trying to find a good beginner's book on OpenGL programming / Mesa but > to no avail I'd recommend the OpenGL Red Book: http://www.opengl.org/Documentation/Books.html#ProgGuide And also the blue book, if you do daily OpenGL coding. -- Nigel Stewart (ni...@ni...) Research Student, Software Developer Y2K is the new millenium for the mathematically challenged. |
From: Stephen J B. <sj...@li...> - 2000-07-04 13:13:35
|
On Mon, 3 Jul 2000, Michael Vanecek wrote: > Is there an app that facilitates the creation of models and scenes for > use in OpenGL/MesaGL games for Linux? I've seen a lot of modelers that > _use_ *GL, but haven't come across anything useable that can output > scenes and objects into vertex lists that I can use in games. Surely > this isn't all done 100% by hand, is it? IMHO, this is the biggest hole in Linux's application suite (which is why I'm working to plug that hole). Well, there are quite a few modellers optimised to drive PovRay - but they tend to operate in a manner that generates a TON of polygons and their output formats leave you quite a lot of work to do (eg spline patches, spheres, etc). Of those suitable for games: Blender - which has just been re-released as a free (Free Beer) package - without sourcecode. :-( It has a notoriously weird user interface which some people find *wonderful* - others find so utterly incomprehensible that Blender becomes unusable. I'm in the latter catagory - and an informal survey suggests that about 80% of people agree with me. Weirdly, almost nobody sits in the fence here - you either love it or can't understand it well enough to use it - no inbetweens! Blender can only export DXF (badly) and VRML - a major deficiency IMHO. AC3D - This is a $40 package, you can buy it online. There is a "playable demo" that you can download for free. AC3D is what I use - even my 9yr old son mastered it (while he was only 7 actually) - so it's certainly very easy to use. AC3D is "OK" - it's not *great*. There are some pretty severe limitations (for example, you can't set per-vertex colours). AC3D can import and export quite a few file formats - but it's support for everything other than it's own file format is 'patchy'. Theoretically, AC3D has user-extensibility via plugins, but that feature is very poorly documented. PrettyPoly - This is a freeware project to build a games-oriented modeller. I'm working on it - so I'm biassed and won't attempt a review. However, PrettyPoly (PPE) isn't really ready for serious work. http://prettypoly.sourceforge.net PrettyPoly has a fully integrated Python scripting facility and is therefore VERY user-extensible. PPE uses my PLIB/SSG scene graph API and can import/export files in PLIB's internal file format. That's the ultimate in WYSIWYG! PLIB is here: http://plib.sourceforge.net PLIB (and hence PrettyPoly) can also load AC3D files, 3DS, ASE, OBJ, DXF and VRML. There are a few others under development - but I don't think they are even as close to usable as PrettyPoly. Conclusion: ~~~~~~~~~~~ Do this (in this order): * Try blender - if you are part of the lucky 20% - enjoy! - if not... * Try AC3D - if it does what you need, cough up the $40 to get the non-crippled version and be happy. - if it doesn't *quite* do what you need, still pay the $40 and... * Wait for PrettyPoly - if you get impatient, then contribute to the project and it'll get done quicker! Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@li... http://www.link.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |
From: Eero P. <epa...@ko...> - 2000-07-04 06:10:08
|
Alex Farber wrote: > However I've got a great advice from Dirk Reiners not to use any tesse- > lation, but use a 1-dimensional texture. Now the strange holes are gone... > > I have one more problem now and would appreciate any hints: now, when > I am using the 1-dimensional texture, the objects look great and without > any holes. However the performance has really dropped (I have tried both > MESA and G200). This is a surprise for me, since I was expecting the 3D- > cards to have good texture performance and since the number of vertices > decreased (I don't tesselate anymore). Try a 2D texture (replicate your 1 D texture to create it)... Some hardware has limitations in the aspect ratio of the supported textures, but texture with dimensions like 256x32 should fit most hardware. (or 128x16 etc if the smaller resolution is ok. Actually even smaller resolution like 32x4 might be ok if the texture interpolation results are ok for your color scale) Eero |
From: Alex F. <fa...@cp...> - 2000-07-03 22:33:14
|
Dear Paul, Brian Paul wrote: > Alex Farber wrote: > > > > /\ /\ > > / \ ---> /\/\ > > / \ /\/\/\ > > > > http://www.kawo2.rwth-aachen.de/~alex/mesa/scale-1.81.gif thanks for your reply! > At first, I was going to ask if those triangles are _really_ small > (i.e. less than one pixel in area). In that case, I just recently > made a change to Mesa's triangle rasterizer to prevent culling of > very tiny, but significant triangles. I think there are some really small triangles. > However, the fact that you also see it in two hardware implementations > kind of discounts that idea. > > I'm not sure what to say. Has anyone else seen this sort of thing? > > You sound pretty confident that the shared vertices really are identical. > Even a very tiny variance between two co-located coordinates can effect > the point sampling of adjacent triangles. That could be the reason too... I have also received a reply, suggesting that the depth buffer isn't precise enough since my far and near values differ too much. I have however experimented with these values and it didn't help. I also wonder if this is a likely reason since I use glOrtho and not glFrustum... I apologize, that I am just asking a question without submitting any test program - my thesis is a bigger program and I'm unfortunately not allowed to distribute it. Since I have to write the docs for my thesis in the next 3 weeks, I don't have time to write a small test case, sorry... However I've got a great advice from Dirk Reiners not to use any tesse- lation, but use a 1-dimensional texture. Now the strange holes are gone... I have one more problem now and would appreciate any hints: now, when I am using the 1-dimensional texture, the objects look great and without any holes. However the performance has really dropped (I have tried both MESA and G200). This is a surprise for me, since I was expecting the 3D- cards to have good texture performance and since the number of vertices decreased (I don't tesselate anymore). Using glBindTexture hasn't helped. Reading OpenGL FAQ either... Regards Alex |
From: Michael V. <mi...@mj...> - 2000-07-03 19:47:22
|
Is there an app that facilitates the creation of models and scenes for use in OpenGL/MesaGL games for Linux? I've seen a lot of modelers that _use_ *GL, but haven't come across anything useable that can output scenes and objects into vertex lists that I can use in games. Surely this isn't all done 100% by hand, is it? Thanks, Mike |
From: Alexander Z. <Ale...@fm...> - 2000-07-03 14:17:04
|
Hello, is it possible to use mesa as an "in system memory" renderer, without opening any window on the screen, f.e. for generating some 3D scene on the fly on a webserver? If yes, how? If no, are there any alternative programs/libraries for it? Thanx -- Ale...@fm... / Udall's Fourth Law: Any change http://www.fmi.uni-passau.de/~zimmerma/ or reform you make is going to for PGP public key finger / have consequences you don't zim...@yo... / like. |
From: I'm Y. H. -online- <le...@im...> - 2000-07-03 05:45:01
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i'm having trouble getting mesa-3.2 to ./configure correctly? getting following error at "end" of it all........ i know that glut basic package is included in mesa package just not demos so I wonder why its not finding it? any help appreciated lee creating src-glut/Makefile sed: can't read ./src-glut/Makefile.in: No such file or directory creating book/Makefile sed: can't read ./book/Makefile.in: No such file or directory creating demos/Makefile sed: can't read ./demos/Makefile.in: No such file or directory creating samples/Makefile sed: can't read ./samples/Makefile.in: No such file or directory creating xdemos/Makefile sed: can't read ./xdemos/Makefile.in: No such file or directory creating util/Makefile mkdir: cannot make directory `ggi/demos': No such file or directory creating ggi/demos/Makefile sed: can't read ./ggi/demos/Makefile.in: No such file or directory ./config.status: ggi/demos/Makefile: No such file or directory mkdir: cannot make directory `ggi/ggiglut': No such file or directory creating ggi/ggiglut/Makefile sed: can't read ./ggi/ggiglut/Makefile.in: No such file or directory ./config.status: ggi/ggiglut/Makefile: No such file or directory creating conf.h conf.h is unchanged |
From: Michael V. <mi...@mj...> - 2000-07-03 02:27:13
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I'm not sure about which chipset the Diamond Monster uses (too lazy to check), but I use a standard STB Voodoo3 2K. I had to specifically hunt down the very latest Mesa3Dfx sources - the one that had the install directories changed to /usr/lib rather than the /usr/X11R6/lib directory. Not only did the newer incarnation work well with SoF, it seemed to make things easier for everything else. If you don't want to go through the trouble, try symlinking your libs or copying your libs to /usr/lib (the libGL, libGLU and libglut files specifically - I had used the .so.1 files to good success) and see if that helps. You can load Device3Dfx without Mesa installed, so that's really no indicator of whether it's working or not. Additionally, get the surf and donut demos from the Linux Glide site and try them. If they work and apps like SoF or Q3 works full screen without problems, you may want to consider checking the bug reports of the trouble apps. Oh yeah - I put export MESA_GLX_FX="fullscreen" in my /etc/profile so I didn't have to type it all the time. That's required for some of the demos (like those in the 3Dfx/demos directory) to run fullscreen and hardware accelerated. But it's not required that you enter it into your /etc/profile - you can type it at the command line and have it work fine... I assume you ran rpm -e Mesa --nodeps and rpm -e Mesa-devel --nodeps before installing the 3Dfx version of Mesa? I'm currently struggling to get a Mesa3.3 made into an RPM. 3.2 still leaves some transluscent doors in SoF and I've already verified that 3.3 doesn't have that bug. I'm using last nights snapshot - it compiles fine from tar.gz, but editing spec files is not my specialty... If anyone has rpms for i386 or src.rpms available for download, please let me know... Thanks, Mike Jason Corekin wrote: > > I can not seem to get Mesa to work properlly, I know my card is working with > linux because I can get some of the demos to work, but they don't always and > none of the normal applications I ant to use it with do so. I have a > Diamond Monster II 12 meg card, K6-2 3Dnow proccessor, Redhat 6.2, Mesa3D > 3.2 source files, Glide 2.53-6, Glide_SDK 2.2-14, and lots of confussion. > Redhat comes with Mesa 3.?, but the stuff I am working with is right of of > the web sites. I have the 3Dfx module instaled and running. Some of the > test apps run, some don't. Specifically fire runs in the window like you > mentioned, so do any XMMS visualization plugins I run. 3D screen savers > wont run unless run as seperate app, and the in a window. I am willing to > completely rebuild and install everything if you will walk me through it. I > am also trying to figure out where to set the enviroment variables so that > the work for the whole system. Any help that you can give would be greatly > appreciated. > > Jason Corekin(crazy_j_c) > ________________________________________________________________________ > Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com > > _______________________________________________ > Mesa3d-users mailing list > Mes...@li... > http://lists.sourceforge.net/mailman/listinfo/mesa3d-users |
From: Jason C. <cra...@ho...> - 2000-07-02 23:30:37
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I can not seem to get Mesa to work properlly, I know my card is working with linux because I can get some of the demos to work, but they don't always and none of the normal applications I ant to use it with do so. I have a Diamond Monster II 12 meg card, K6-2 3Dnow proccessor, Redhat 6.2, Mesa3D 3.2 source files, Glide 2.53-6, Glide_SDK 2.2-14, and lots of confussion. Redhat comes with Mesa 3.?, but the stuff I am working with is right of of the web sites. I have the 3Dfx module instaled and running. Some of the test apps run, some don't. Specifically fire runs in the window like you mentioned, so do any XMMS visualization plugins I run. 3D screen savers wont run unless run as seperate app, and the in a window. I am willing to completely rebuild and install everything if you will walk me through it. I am also trying to figure out where to set the enviroment variables so that the work for the whole system. Any help that you can give would be greatly appreciated. Jason Corekin(crazy_j_c) ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com |
From: Pablo <pab...@in...> - 2000-06-30 20:31:52
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Hi i´m using the next book: 'Interactive Computer Graphics, A top down Approach with OpenGL', by Edward Angel, it´s edited by Addison-Wesley. I think that is a good book beacause is easy to understand and the reader can learn graphics programing, not only the OpenGL API. |