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From: Arnfried G. <arn...@gm...> - 2000-05-15 11:09:05
|
Hi, I've written a simple routine to get the frame rate of the monitor. The program is very simple, it uses a loop for calculating the time of 100 glXSwapBuffers(). On my SGI with OpenGL it works fine, but with MesaGL it failed, because the swapping of the two buffers is not syncronized with the vertical monitor sync. My question is if anyone knows why glXSwapBuffers() doesn't wait for a vertical sync or if this behavior is correct. Arnfried |
From: Dave M. <mo...@ni...> - 2000-05-12 10:04:11
|
Should the enabledieness of GL_BLEND somehow mess with the drawing of bitmaps through glBitmap? If I have it on while bitmapping I only see the bottom 60-80% of my bitmaps. |
From: delia <gis...@po...> - 2000-05-09 00:02:47
|
I had the same problems too. To get it to work, I played with the makefile in the Book directory, the code there are for the examples in the RedBook and use GLUT. If you do not understand, slowly remove stuff from the file little by little, don't forget to save, you will reach a point when you get to understand the makefile Aaron |
From: Stephen J B. <sj...@ht...> - 2000-05-08 13:21:38
|
On Mon, 8 May 2000, david besnard wrote: > glide must use to have hardware acceleration with a voodoo 3? Yes - Mesa uses GLIDE as a low level driver for all of the 3Dfx cards. > if yes where i can download glide http://www.3dfxgamers.com/drivers/voodoo3/voodoo3_linux.stm Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@ht... http://www.hti.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |
From: david b. <sup...@ho...> - 2000-05-08 11:24:26
|
glide must use to have hardware acceleration with a voodoo 3? if yes where i can download glide ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com |
From: Brad B. <bra...@ho...> - 2000-05-08 01:24:57
|
(sorry if this is posted twice :) >From: "Brad Beveridge" <bra...@ho...> >To: mes...@li... >Subject: [Mesa3d-users] Makefile newbie problems >Date: Mon, 08 May 2000 12:58:38 NZST > >Hi guys - I'm very new to Mesa programming, I've installed the latest Mesa >release & the examples build & execute properly. However I can't get my >files to make properly (basically I just copied a sample file & played with >the makefile a bit) I run a Mandrake Linux system & here is the make file >I >have > >test.o: > gcc -DSYSV -Dlinux -c test.c >test: test.o test.c > gcc -o test test.c -lGL -lGLU -L/home/bbe13/libs/Mesa-3.2/src-glut -lglut >-lm -L/usr/X11R6/lib -lXmu -lXext -lXi -lX11 > >this compiles fine but when I run the executable nothing happens - I'm >stumped. Please someone, for the love of god help. > >Also - how can I tell it my TNT2 card is being utilized by Mesa? > >Cheers >Brad >_____________________________________________________________________ ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com |
From: Brad B. <bra...@ho...> - 2000-05-08 00:59:31
|
Hi guys - I'm very new to Mesa programming, I've installed the latest Mesa release & the examples build & execute properly. However I can't get my files to make properly (basically I just copied a sample file & played with the makefile a bit) I run a Mandrake Linux system & here is the make file I have test.o: gcc -DSYSV -Dlinux -c test.c test: test.o test.c gcc -o test test.c -lGL -lGLU -L/home/bbe13/libs/Mesa-3.2/src-glut -lglut -lm -L/usr/X11R6/lib -lXmu -lXext -lXi -lX11 this compiles fine but when I run the executable nothing happens - I'm stumped. Please someone, for the love of god help. Also - how can I tell it my TNT2 card is being utilized by Mesa? Cheers Brad ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com |
From: Brian P. <br...@pr...> - 2000-05-07 18:22:12
|
Dave Morse wrote: > > Dave Morse writes: > > I'm experiencing some bad behavior in a game I'm writing. > > > > My problem is that if Mesa draws my scene faster than 30 Hertz then I > > never get any x events. So as far as my client can tell, the mouse never > > moves again. > > > > All other applications recieve X events normally. > > > > If I comment out the Mesa drawing code, then I get X events normally. > > > > During the locked times, top reports that X is consuming 90% cpu time. > > > > My machines are K6/450 and PII/333 running software mesa 3.3 beta. > > > > Can someone explain why X is so studiously ignoring the event sending half > > of its job, in favor of the rendering half? > > > > Any ideas for a solution? > > I should also mention that this is a second pass at implementing the > game. The first pass was single-player, no network code, its main loop > looked like: > > while (1) { > check_x_events(); > update_game_state(); > draw_window(); > } > > The new version has a client and a server communicating through udp > packets, and the client loop looks like: > > while (1) { > select( ...X_Windows, UDP... ) /* block for any input */ > if (FD_ISSET( X_Windows )) > { > check_x_events(); > send_mouse_position_to_server(); > } > if (FD_ISSET( UDP )); > { > read_game_state(); > draw_window(); > } > } > > The simpler prototype loop had no problems getting X events. I have no idea what check_x_events() is doing, but I think that should probably consume all pending events, not just one at a time. -Brian |
From: Bjorn L. <me...@le...> - 2000-05-07 15:47:33
|
Today I finally figured out what doesn't work : The problem is not the GLU libraries but the glut libraries (3.7). Whever I use double buffering I get a "segmentation fault" - even the red book demos don't work. A part from this everything works fine (GLU included) Unfortunaltely, the program doesn't leave a core on exit so I don't know exactly what happends. If I replace the new NVidia driver (libGL.so) with the old Mesa3D libs, glut works fine. Has anyone else had the same problem ? Björn |
From: Michael I G. <go...@nv...> - 2000-05-07 01:19:37
|
Don't forget to enable blending. glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); The roundness is in the alpha channel. I'm guessing the smooth points you see on other implementations are round-ish but still suffer from the jaggies. Enabling blending will fix that as well. Its a quirk of our implementation that we don't cull the zero-coverage fragments from the bounding rect of the smooth point, but when blending is enabled it looks correct. -- Michael > -----Original Message----- > From: Robert M. Wheat, Jr. [mailto:rm...@wo...] > Sent: Friday, May 05, 2000 1:45 PM > To: mes...@li... > Cc: lin...@nv... > Subject: NVidia Drivers, XF86-40, > > > Hello, > > I have just recently installed the latest NVida drivers for > XFree86-4.0 (as > well as WinNT4). > I've noticed a small problem which may or may not be 'operator error'. > When rendering a point with smoothing (anti-aliasing) > enabled, and the new > NVidia libraries > and drivers enabled, the only effect seen is a larger > (square) point. (See > the following sample code.) > > glEnable(GL_POINT_SMOOTH); > glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); > glPointSize(11.125); > glBegin(GL_POINTS); > glVertex3f(x, y, 0.0); > glEnd(); > glDisable(GL_POINT_SMOOTH); > > If I disable the new NVidia stuff by changing symbolic links > to point at > the Mesa3D libs, the > smooth point rendering works as expected (a round point). > I'm asking for a > display config > with RGBA (RGB), double bufferring, depth bufferring, and stencil > bufferring (for other things). > > Am I missing the boat on this? What else would I need in my > display config? > > By the way, I notice this problem under NT4.0 as well, but if > I replace the > Opengl32.dll with > the M$ version, all is well. > > Thanx, > > Robert M. Wheat, Jr. > E-Mail: rm...@wo... > |
From: Dave M. <mo...@ni...> - 2000-05-06 09:53:02
|
Dave Morse writes: > I'm experiencing some bad behavior in a game I'm writing. > > My problem is that if Mesa draws my scene faster than 30 Hertz then I > never get any x events. So as far as my client can tell, the mouse never > moves again. > > All other applications recieve X events normally. > > If I comment out the Mesa drawing code, then I get X events normally. > > During the locked times, top reports that X is consuming 90% cpu time. > > My machines are K6/450 and PII/333 running software mesa 3.3 beta. > > Can someone explain why X is so studiously ignoring the event sending half > of its job, in favor of the rendering half? > > Any ideas for a solution? I should also mention that this is a second pass at implementing the game. The first pass was single-player, no network code, its main loop looked like: while (1) { check_x_events(); update_game_state(); draw_window(); } The new version has a client and a server communicating through udp packets, and the client loop looks like: while (1) { select( ...X_Windows, UDP... ) /* block for any input */ if (FD_ISSET( X_Windows )) { check_x_events(); send_mouse_position_to_server(); } if (FD_ISSET( UDP )); { read_game_state(); draw_window(); } } The simpler prototype loop had no problems getting X events. |
From: Brian P. <br...@pr...> - 2000-05-05 21:09:58
|
Dave Morse wrote: > > I'm experiencing some bad behavior in a game I'm writing. > > My problem is that if Mesa draws my scene faster than 30 Hertz then I > never get any x events. So as far as my client can tell, the mouse never > moves again. > > All other applications recieve X events normally. > > If I comment out the Mesa drawing code, then I get X events normally. > > During the locked times, top reports that X is consuming 90% cpu time. > > My machines are K6/450 and PII/333 running software mesa 3.3 beta. > > Can someone explain why X is so studiously ignoring the event sending half > of its job, in favor of the rendering half? > > Any ideas for a solution? Sounds like a design bug in your event loop. Can you post the code for the event loop? It can be tricky to get right. -Brian |
From: Dave M. <mo...@ni...> - 2000-05-05 20:59:00
|
I'm experiencing some bad behavior in a game I'm writing. My problem is that if Mesa draws my scene faster than 30 Hertz then I never get any x events. So as far as my client can tell, the mouse never moves again. All other applications recieve X events normally. If I comment out the Mesa drawing code, then I get X events normally. During the locked times, top reports that X is consuming 90% cpu time. My machines are K6/450 and PII/333 running software mesa 3.3 beta. Can someone explain why X is so studiously ignoring the event sending half of its job, in favor of the rendering half? Any ideas for a solution? |
From: Robert M. W. Jr. <rm...@wo...> - 2000-05-05 20:43:21
|
Hello, I have just recently installed the latest NVida drivers for XFree86-4.0 (as well as WinNT4). I've noticed a small problem which may or may not be 'operator error'. When rendering a point with smoothing (anti-aliasing) enabled, and the new NVidia libraries and drivers enabled, the only effect seen is a larger (square) point. (See the following sample code.) glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); glPointSize(11.125); glBegin(GL_POINTS); glVertex3f(x, y, 0.0); glEnd(); glDisable(GL_POINT_SMOOTH); If I disable the new NVidia stuff by changing symbolic links to point at the Mesa3D libs, the smooth point rendering works as expected (a round point). I'm asking for a display config with RGBA (RGB), double bufferring, depth bufferring, and stencil bufferring (for other things). Am I missing the boat on this? What else would I need in my display config? By the way, I notice this problem under NT4.0 as well, but if I replace the Opengl32.dll with the M$ version, all is well. Thanx, Robert M. Wheat, Jr. E-Mail: rm...@wo... |
From: Icebreaker <de...@lo...> - 2000-05-05 19:43:50
|
Hello, I'm currently having problems installing the OpenGL perl module. It uses the MesaGL set, of which I have as well as MesaGLUT. Everything was installed via rpm, and it had no complaints when installing. However, when I try to install the OpenGL perl module, the makefile complains that it can't find the libraries. It is pointing to the correct dir /usr/X11R6/lib I don't know why it isn't working. I have searched for the help info on the OpenGL perl mod, but all of the links are too old, and there is no redirection to where ever the new sites may be, if there are any. Any ideas? Icebreaker -- If ignorance is bliss, then why aren't there more happy people? Join the Rebellion: Switch to Linux |
From: Stephen J B. <sj...@ht...> - 2000-05-04 18:34:34
|
On Thu, 4 May 2000, Robert [ISO-8859-1] Bäuml wrote: > we're also using Mesa in our project Doom Legacy and recently came over a > well known problem with 3dfx hardware: There is no support for textures > above 256x256. It's a hardware limitation of the 3Dfx card family. > I know, OpenGL does not guarantee large texture sizes, but > wouldn't it be a nice feature if there were a SW workaround for this HW limitation > built into Mesa? 3dfx Voodoo cards are currently widespread and programmers > wouldn't need to make special hacks for those cards to make it display > properly. Well, you have to ask what you'd have the software hack *do*. I can only imagine three options: 1) Automatically drop the resolution when maps larger than 256x256 are presented. This is something that the application can (and should) do. Use a proxy texture to discover if your map will fit - if it doesn't, throw away that MIPmap level and try again with the next one down. 2) Revert to software rendering for large maps (I don't think you'd like that - and it would certainly break existing programs that use mechanism (1) above). 3) Chop large textures up into 256x256 chunks and do an on-the-fly polygon split - applying different textures to different parts. I believe that this has been tried before on some Windoze 'mini-GL' driver from a company that OEM's the 3Dfx chipset. I forget who that was. This is probably the fix you are thinking of - but think for a moment about the implications: * When you split up a polygon, you'll sometimes create 'T' edges that'll cause cracking in the database. That sucks. * Sometimes, I might have a texture repeat across the polygon ten times in each direction. If that's a 512x512 map, the splitting process will generate 800 triangles from that single input polygon!! * There is no way to avoid seams in your polygons where two sub-textures meet along a newly created edge. You can't fix that problem. * Switching texture maps is a costly process (compared to drawing polygons at least) - whenever you split a polygon into four so that you can render it using four sub-maps, you get four additional texture map switches. * The cost to compute the split up polygons is non-trivial. * Bad things happen if you render in glPolygonModes other than FILL. * Colour shading across the split polygon (which is not perspective-correct in the 3Dfx hardware) will result in colour and lighting mis-matches along the border of polygons that have different texture resolutions. * In some multipass algorithms, the two passes may have different resolutions of texture map (eg Quake - which has really low-res lightmaps). The change in roundoff error that would result from the splitting up of the higher resolution map but not the lower resolution version would certainly cause Z-fighting. Note that the older 3Dfx cards have TINY amounts of texture memory anyway - if you split large maps into tiny ones, you'll be texture paging all the time. So, I think that *by far* you are better off living with the fuzzy maps and going with method (1) - have your application automatically drop the higher resolution maps on hardware that can't hack it. Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@ht... http://www.hti.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |
From: Brian P. <br...@pr...> - 2000-05-04 15:07:03
|
Robert Bäuml wrote: > > Hi, > > we're also using Mesa in our project Doom Legacy and recently came over a > well known problem with 3dfx hardware: There is no support for textures > above 256x256. I know, OpenGL does not guarantee large texture sizes, but > wouldn't it be a nice feature if there were a SW workaround for this HW limitation > built into Mesa? It would be slow and probably not worth the effort, IMHO. -Brian |
From: Stephen J B. <sj...@ht...> - 2000-05-04 13:42:43
|
On Wed, 3 May 2000, Brian Paul wrote: > Bjorn Leffler wrote: > > Can anyone explain to me how to install the GLU library. > > I just installed the nvidia drivers for Xfree 4.0 (libGL.so) > > > > The libGL.so driver works great. Yep - it certainly does. V.impressive. > > My problem is that I can't use the GLU library anymore. > > > > I think it's a linking problem : > > > > OpenGL programs compile without errors, (using "-lGL -lGLU -lglut") > > but I get a "Segmentation Fault" at execution Well, it would be more usual to link them in the order: -lglut -lGLU -lGL -L/usr/X11R6/lib -lX11 -lXi -lXext -lXmu ...since glut uses both GLU and GL functions, GLU uses only GL functions, and GL doesn't use either of the others. But I'd have thought that if it got through the linker OK, you'd be alright. The linking process is getting so damned complicated these days that I'd believe anything - so try relinking your program with the libraries in that order. > Can you pinpoint it with a debugger? Or just run 'gdb' on the core file and type 'where' to get a stack backtrace. > > Can anyone tell me how to recompile GLU to match the provided libGL.so > > file > > That shouldn't be necessary. It certainly wasn't necessary for me. I installed the nVidia drivers over the top of Mesa - and Mesa's GLU "just worked". I didn't recompile it or anything...and I've not had any crashes at all. Having said that, I'm not a *heavy* user of GLU - so I may well not be exercising the part that's giving you problems. If you are desperate, you could try the GLU that comes with the SGI reference implementation of OpenGL - but I don't think that should be necessary - and it would be nice to track this one down first. Steve Baker (817)619-2657 (Vox/Vox-Mail) L3Com/Link Simulation & Training (817)619-2466 (Fax) Work: sj...@ht... http://www.hti.com Home: sjb...@ai... http://web2.airmail.net/sjbaker1 |
From: Robert <Rob...@gm...> - 2000-05-04 12:20:33
|
Hi, we're also using Mesa in our project Doom Legacy and recently came over a well known problem with 3dfx hardware: There is no support for textures above 256x256. I know, OpenGL does not guarantee large texture sizes, but wouldn't it be a nice feature if there were a SW workaround for this HW limitation built into Mesa? 3dfx Voodoo cards are currently widespread and programmers wouldn't need to make special hacks for those cards to make it display properly. Bye, Rob -- Sent through GMX FreeMail - http://www.gmx.net |
From: Brian P. <br...@pr...> - 2000-05-03 15:16:29
|
Bjorn Leffler wrote: > > Hi, > > Can anyone explain to me how to install the GLU library. > I just installed the nvidia drivers for Xfree 4.0 (libGL.so) > > The libGL.so driver works great. > My problem is that I can't use the GLU library anymore. > > I think it's a linking problem : > > OpenGL programs compile without errors, (using "-lGL -lGLU -lglut") > but I get a "Segmentation Fault" at execution Can you pinpoint it with a debugger? > Can anyone tell me how to recompile GLU to match the provided libGL.so > file That shouldn't be necessary. -Brian |
From: Bjorn L. <me...@le...> - 2000-05-02 20:02:45
|
Hi, Can anyone explain to me how to install the GLU library. I just installed the nvidia drivers for Xfree 4.0 (libGL.so) The libGL.so driver works great. My problem is that I can't use the GLU library anymore. I think it's a linking problem : OpenGL programs compile without errors, (using "-lGL -lGLU -lglut") but I get a "Segmentation Fault" at execution Can anyone tell me how to recompile GLU to match the provided libGL.so file Thanks a lot, Bjorn Leffler |
From: Brian P. <br...@pr...> - 2000-05-02 00:50:40
|
Russ Mercer wrote: > > Hello, > > I am interested in developing a MesaGL application that works without the X Window System, so I am trying to get started with the SVGA drivers. I have compiled some of the applications in Mesa-3.2/xdemos that are supposed to work in SVGA mode, including vgears and vtest. However, when I run these programs on my system, the screen locks up with a checkerboard-like pattern that stays there until I restart the system remotely. > > Obviously, the display is being permanently put into some kind of unusable mode by the MesaGL applications. Is there someplace I can configure the SVGA driver so that it works correctly on my system? In general, I don't understand how MesaGL handles different drivers. So far I have read the FAQ and the top-level documentation on www.mesa3d.org, but I have not seen any discussion of this topic. Is there anywhere else I can look to get information specifically about the SVGA drivers? > > Thanks for any info or pointers, > Slawomir Szczyrba <st...@ho...> contributed the updates to the SVGA driver in Mesa 3.2. He might be able to help you. -Brian |
From: M. N. <mnail@u.washington.edu> - 2000-05-01 18:14:34
|
I just installed Mesa and GLUT on my RedHat Linux 6.0 box, and tried to compile a program, but got an "undefined reference" error for each function from the mesa and glut libraries I tried to call. Any advice? -- mnail@u.washington.edu --------------------- ---- http://students.washington.edu/~mnail ----------- |
From: v0id <v0...@us...> - 2000-04-28 12:47:39
|
Sorry for asking this, but i have a problem with turning OFF the DEBUGING of Mesa3.2. when i use ./configure --disable-debug Mesa still compiles with "-g -DDEBUG" ...grrrrrr anyone knows what i do wrong ? v0id -- ------------------------------------------------- "Life is too short to waste it with Windows..." http://www.business-linux.at http://v0id.n3.net ------------------------------------------------- |
From: physic <ph...@te...> - 2000-04-28 01:13:01
|
Thats a graphics toolkit think. Its different depending on how you are dislaying mesa. Are you using SDL, X11, GL4Java, SVGALib, etc etc. There it also depends on the video card. Mesa used to have some hooks to switch for fullscreen for the 3dfx cards. Anyway, you'll have to be more specific about what you want. On Thu, 27 Apr 2000, Wolfram Wiesemann wrote: > sorry to dizz you with this - for you maybe - silly question, but I need to know how to use Mesa in fullscreen mode. I haven't seen any example program dealing with this problem so I would be pleased if somebody could tell. > thank you. > _______________________________________________________________________ > 1.000.000 DM gewinnen - kostenlos tippen - http://millionenklick.web.de > Ih...@we..., 8MB Speicher, Verschluesselung - http://freemail.web.de > > > _______________________________________________ > Mesa3d-users mailing list > Mes...@li... > http://lists.sourceforge.net/mailman/listinfo/mesa3d-users > --physic ph...@te... |