Michael wrote:
> 
> On Wed, Apr 03, 2002 at 10:59:18PM +0100, Michael wrote:
> > On Wed, Apr 03, 2002 at 10:11:36AM -0800, Ian Romanick wrote:
> > > On Wed, Apr 03, 2002 at 01:28:46PM +0200, Timothee Besset wrote:
> > > > Not sure if that's related, but Q3 shaders don't do any bump mapping.
> > > >
> > > > TTimo
> > >
> > > Hrm..ok, so then it's not the bumpmaps that are missing. :)  In any case,
> > > the walls look perfectly smooth, and they didn't used to.  I'll send a
> > > picture out to the list, if there is demand.
> >
> > Looks like a few of the wall textures are magnified a few times, like the
> > texture coords are wrong.
> >
> > rtcw victory screen has the rolling texture thing (which is no doubt
> > texcoord related as well)
> 
> It looks like varray.c doesn't correctly set ctx->Array.NewState in each
> function (it's always setting _NEW_ARRAY_VERTEX), the reason anything
> works seems to be that (Un)LockArrays_ sets _NEW_ARRAY_ALL, so it's
> usually 0x7fff by the time that state reaches the new
> radeonReleaseArrays. Currently, ReleaseArrays sometimes gets duff state and
> was leaving old tex coords in dma for some of the multipass textures
> quake3 is drawing.
> 
> I'm testing my change here a bit wider before committing, but it looks
> like changing each <xxx>Pointer function in varray.c to use the
> corresponding _NEW_ARRAY_xxx state works.

All my cut&pastes come back to haunt me.

Keith

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