On 2002.02.21 22:08 Sergey V. Udaltsov wrote:
> Hi all
> 
> Tried to run the Mach64 dri-enabled driver and ...
> 
> 1. Openuniverse and celestia - still no textures. I've heard some talks
> about DMA, thought it is already working. Is not it? I know, without DMA
> my 8M is not enough for 1280x1024...
> 

No, DMA isn't yet done. Frank Earl has most of the work done except for 
the security, for which a solution has yet to be found.

His work is not yet on a CVS branch, although I hope it will be in a near 
future.

> 2. Counter-strike/wine in OpenGL mode. I see only my pistol - no
> environment at all:)
> 

This is also an evidence of insufficient memory for textures.

You have to decrease the screen resolution and/or reduce the textures 
details to be able to fit more texture into the onboard memory. This also 
affects the framerate because the driver fails to cache a decent number of 
textures in the onboard memory so is constantly needing to upload them 
which, again, is also very slow since it does that through PIO.

AGP/DMA gives a big boost on performance because it gives faster 
communication with the card and allows to extend the card memory with the 
main memory.

> Also in console, a lot of messages:
> 
> mach64UploadTexImages: ran into bound texture
> 
> What does this mean? Is it bad or good? Is it fixable?

I've been looking into the code and it seems that the driver was trying to 
free textures to alocate a new one but ran into a texture that was bounded 
to texture processing unit, so it failed to allocate space for the new 
texture. So it's basically the same problem.

> 
> 3. About the fog. Really, the problem is not in the fog. The "fog" demo
> works OK.
> 
> 4. About signal 11. It seems the problem was about vt. Everything is OK
> if I run programs from xterm.
> 

You can't switch VT while running an OpenGL application on mach64 as it is 
now.

> Cheers,
> 
> Sergey
> 

Regards,

Jos� Fonseca

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