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 > > |