It's done. At least, the trivial changes are made. There is still problems in the DDX due to changes in the XFree 4.2.0 tree, and in the Mesa 3D driver.
On 2002.02.26 21:01 Leif Delgass wrote: > On Tue, 26 Feb 2002, Jos� Fonseca wrote: > > > Leif, > > > > On 2002.02.26 19:35 Leif Delgass wrote: > > > So the mach64-0-0-3-branch is the DRI trunk with the new mahc64 dirs > and > > > files added and changes from mach64-0-0-2-branch manually merged, > right? > > > > > > > For now it's just equal to the trunk. But my local copy is as you > > described. > > OK, so you have to do 'cvs add' on all the new dirs/files before checking > > in, right? > It wasn't necessary because I updated directly from the mach64-0-0-2-branch. Like: cvs update -j mach64-0-0-2-branch .... > > ... > > > > I hope between the next 5 hrs, or the next morning in the worst case, > to > > commit. I'll get back to you then. > > OK, there's no rush. As you say, when you're done we can talk about how > to divide up the work. Happy hacking! > I'll check on the DDX driver for now, and then I see. > Oh, btw, I did a little profiling of the most used texture environment > modes and formats in a few games, and guess what the most used mode is: > > Unreal Tournament: > 98.14% Mode: GL_MODULATE, Format: GL_RGBA, IntFormat: GL_RGBA8 > 1.85% Mode: GL_MODULATE, Format: GL_RGBA, IntFormat: GL_RGBA > > Quake 3: > 77.61% Mode: GL_MODULATE, Format: GL_RGB, IntFormat: GL_RGB > 22.26% Mode: GL_MODULATE, Format: GL_RGBA, IntFormat: GL_RGBA > 0.11% Mode: GL_MODULATE, Format: GL_RGB, IntFormat: GL_RGB8 > > Tuxracer: > 71.08% Mode: GL_MODULATE, Format: GL_RGBA, IntFormat: GL_RGBA > 16.6% Mode: GL_MODULATE, Format: GL_RGB, IntFormat: GL_RGB > 12.3% Mode: GL_DECAL, Format: GL_RGB, IntFormat: GL_RGB > > GL Tron: > 70.9% Mode: GL_MODULATE, Format: GL_RGBA, IntFormat: GL_RGBA > 27.28% Mode: GL_MODULATE, Format: GL_RGB, IntFormat: GL_RGB > 1.8% Mode: GL_REPLACE, Format: GL_RGB, IntFormat: GL_RGB > > These were relatively small samples of one map, but enough to show that > most games would run with texturing almost entirely in software in > "compliance" mode. Even with quake using mostly GL_RGB, the 22% GL_RGBA > is enough to make it unplayable. With multitexturing there's even more > cases which have to be software for compliance, so quake and ut suffer > more there. :( > mmm... Let the environment variables begin!! > -- > Leif Delgass > http://www.retinalburn.net > Regards, Jos� Fonseca _________________________________________________________ Do You Yahoo!? Get your free @yahoo.com address at http://mail.yahoo.com _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel
