From: Jason E. <vip...@gm...> - 2009-07-24 16:43:36
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I'm currently am trying to use mesa3d in a VMware environment. I compile it on a Windows XP and then copy the DLLs into the VMware environment (Also running Windows XP). My problem is that it doesnt support GL_COMPRESSED_RGB_S3TC_DXT1_EXT for 2D textures. Whenever I try to get my program to run the mesa3d dll returns an invalid enum. I tracked it down to the compressed_texture_error_check and the check that calls is_compressed_format. If I uncompress my textures mesa3d runs just fine. On the host machine the compressed textures run fine as well. So I'm basically asking if support for GL_COMPRESSED_RGB_S3TC_DXT1_EXT can be added to the software driver. |
From: tom f. <tf...@al...> - 2009-07-24 18:18:33
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Jason Erickson <vip...@gm...> writes: > My problem is that it doesnt support GL_COMPRESSED_RGB_S3TC_DXT1_EXT > for 2D textures. Whenever I try to get my program to run the mesa3d > dll returns an invalid enum. [snip] > So I'm basically asking if support for GL_COMPRESSED_RGB_S3TC_DXT1_EXT > can be added to the software driver. You can enable this yourself by hacking extensions.c, I would bet (haven't tested, just looks like it). That texture compression format is protected by patents; it doesn't seem like a good idea to rely on your users having it. From previous responses on a related subject, I would say it's unlikely to get enabled by default until the patent issue is fixed. Check the "IP Status" of: http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compression_s3tc.txt I've never played with compressed textures myself, but it seems like one can do so in a `generic' way -- just use a non-algorithm-specific compression format such as GL_COMPRESSED_RGB_ARB. ref. ``The OpenGL Extensions Guide'': http://books.google.com/books?id=VDqw6MK5NJMC&pg=PA89&lpg=PA89&dq=opengl+compressed+texture+formats&source=bl&ots=VbV-79E47J&sig=avobPE2x-usa6DZp4xHFpjIGHNU&hl=en&ei=mPlpSu6cEIzgswPakP2WBQ&sa=X&oi=book_result&ct=result&resnum=1 Cheers, -tom |
From: Jason E. <vip...@gm...> - 2009-07-24 19:19:53
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Thank you very much. That helped me get the game up. I understand the patent issue and maybe this isnt something you can fix, but using compressed DXT1 all of the alpha showed on the images with a greyish background instead of the actual color. For my purposes this isnt an end game issue (automated testing that doesnt care about graphics.) however it would be nice to fix. If a screen shot is required I will talk to my bosses to see if that can be sent. I do have another issue. Our games run on multi-monitor setups. When using mesa3d, everything seems to be drawn only on the last monitor initialize (in our case usually monitor #2 or #3). This does not occur using hardware opengl. On Fri, Jul 24, 2009 at 11:19 AM, tom fogal<tf...@al...> wrote: > Jason Erickson <vip...@gm...> writes: >> My problem is that it doesnt support GL_COMPRESSED_RGB_S3TC_DXT1_EXT >> for 2D textures. Whenever I try to get my program to run the mesa3d >> dll returns an invalid enum. > [snip] >> So I'm basically asking if support for GL_COMPRESSED_RGB_S3TC_DXT1_EXT >> can be added to the software driver. > > You can enable this yourself by hacking extensions.c, I would bet > (haven't tested, just looks like it). That texture compression format > is protected by patents; it doesn't seem like a good idea to rely on > your users having it. From previous responses on a related subject, > I would say it's unlikely to get enabled by default until the patent > issue is fixed. > > Check the "IP Status" of: > http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compression_s3tc.txt > > I've never played with compressed textures myself, but it seems like > one can do so in a `generic' way -- just use a non-algorithm-specific > compression format such as GL_COMPRESSED_RGB_ARB. ref. ``The OpenGL > Extensions Guide'': > > http://books.google.com/books?id=VDqw6MK5NJMC&pg=PA89&lpg=PA89&dq=opengl+compressed+texture+formats&source=bl&ots=VbV-79E47J&sig=avobPE2x-usa6DZp4xHFpjIGHNU&hl=en&ei=mPlpSu6cEIzgswPakP2WBQ&sa=X&oi=book_result&ct=result&resnum=1 > > Cheers, > > -tom > |
From: tom f. <tf...@al...> - 2009-07-24 19:39:01
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Jason Erickson <vip...@gm...> writes: > Thank you very much. That helped me get the game up. You're welcome, glad you got it working. > I understand the patent issue and maybe this isnt something you > can fix, but using compressed DXT1 all of the alpha showed on the > images with a greyish background instead of the actual color. For my > purposes this isnt an end game issue (automated testing that doesnt > care about graphics.) however it would be nice to fix. If a screen > shot is required I will talk to my bosses to see if that can be sent. I should clarify that I'm not a Mesa developer. That said, I think you should file a bug for this. A screenshot is a great idea and I imagine very useful. > I do have another issue. Our games run on multi-monitor setups. > When using mesa3d, everything seems to be drawn only on the last > monitor initialize (in our case usually monitor #2 or #3). This does > not occur using hardware opengl. I take it you're running the "xlib" driver, then (e.g. via `./configure --with-driver=xlib')? You might want to see if any of the environment variables Mesa provides for debugging are relevant. http://mesa3d.org/envvars.html Regardless, I think you should file this as another bug. Note how you build Mesa in both cases, and it would probably save a level of runaround if you'd test with the recently-released 7.5 version before submitting. You can report bugs at https://bugs.freedesktop.org/ . Cheers, -tom > On Fri, Jul 24, 2009 at 11:19 AM, tom fogal<tf...@al...> wrote: > > Jason Erickson <vip...@gm...> writes: > >> My problem is that it doesnt support GL_COMPRESSED_RGB_S3TC_DXT1_EXT > >> for 2D textures. Â Whenever I try to get my program to run the mesa3d > >> dll returns an invalid enum. > > [snip] > >> So I'm basically asking if support for GL_COMPRESSED_RGB_S3TC_DXT1_EXT > >> can be added to the software driver. > > > > You can enable this yourself by hacking extensions.c, I would bet > > (haven't tested, just looks like it). Â That texture compression format > > is protected by patents; it doesn't seem like a good idea to rely on > > your users having it. Â From previous responses on a related subject, > > I would say it's unlikely to get enabled by default until the patent > > issue is fixed. > > > > Check the "IP Status" of: > > Â http://oss.sgi.com/projects/ogl-sample/registry/EXT/texture_compression_s3t > c.txt > > > > I've never played with compressed textures myself, but it seems like > > one can do so in a `generic' way -- just use a non-algorithm-specific > > compression format such as GL_COMPRESSED_RGB_ARB. Â ref. ``The OpenGL > > Extensions Guide'': > > > > Â http://books.google.com/books?id=VDqw6MK5NJMC&pg=PA89&lpg=PA89&dq=opengl+co > mpressed+texture+formats&source=bl&ots=VbV-79E47J&sig=avobPE2x-usa6DZp4xHFpjI > GHNU&hl=en&ei=mPlpSu6cEIzgswPakP2WBQ&sa=X&oi=book_result&ct=result&resnum=1 > > > > Cheers, > > > > -tom > > |