Well, here's my small contribution to the mach64 dev (sorry but I'm FAR away beyond 
you in programming, especially compared to people like Jose,Leif or Linus  :)).

So with mach64-0-0-4-branch checked out and compiled monday morning (french time), a 
Mobility M1 with 8Mo, athlon-4 900Mhz, running at 1024x768:16 most of the time.
To sum it up: nice work! Too bad the new Tuxracer won't work (I was planning to buy 
it). Maybe the big texture problem can be interesting to look up. Now more details and 
some facts:

-lspci says:
01:00.0 VGA compatible controller: ATI Technologies Inc Rage Mobility P/M AGP 2x (rev 
64) (prog-if 00 [VGA])
        Subsystem: Compaq Computer Corporation: Unknown device 005f
        Flags: bus master, stepping, medium devsel, latency 66, IRQ 9
        Memory at f5000000 (32-bit, non-prefetchable) [size=16M]
        I/O ports at 9000 [size=256]
        Memory at f4100000 (32-bit, non-prefetchable) [size=4K]
        Expansion ROM at <unassigned> [disabled] [size=128K]
        Capabilities: [50] AGP version 1.0
        Capabilities: [5c] Power Management version 1

-glxinfo says:
name of display: :0.0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.2
server glx extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context
client glx vendor string: SGI
client glx version string: 1.2
client glx extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context
GLX extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context
OpenGL vendor string: Gareth Hughes
OpenGL renderer string: Mesa DRI Mach64 20020227 [Rage Pro] AGP 1x x86/MMX/3DNow!
OpenGL version string: 1.2 Mesa 4.0.2
OpenGL extensions:
    GL_ARB_imaging, GL_ARB_multitexture, GL_ARB_transpose_matrix, 
    GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_minmax, 
    GL_EXT_blend_subtract, GL_EXT_clip_volume_hint, GL_EXT_convolution, 
    GL_EXT_compiled_vertex_array, GL_EXT_histogram, GL_EXT_packed_pixels, 
    GL_EXT_polygon_offset, GL_EXT_rescale_normal, GL_EXT_texture3D, 
    GL_EXT_texture_object, GL_EXT_vertex_array, GL_IBM_rasterpos_clip, 
    GL_MESA_window_pos, GL_NV_texgen_reflection, GL_SGI_color_matrix, 
    GL_SGI_color_table
glu version: 1.3
glu extensions:
    GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess

Visual ID: 23  depth=16  class=TrueColor
    bufferSize=16 level=0 renderType=rgba doubleBuffer=1 stereo=0
    rgba: redSize=5 greenSize=6 blueSize=5 alphaSize=0
    auxBuffers=0 depthSize=16 stencilSize=0
    accum: redSize=0 greenSize=0 blueSize=0 alphaSize=0
    multiSample=0  multiSampleBuffers=0
    visualCaveat=None
    Opaque.
Visual ID: 24  depth=16  class=TrueColor
    bufferSize=16 level=0 renderType=rgba doubleBuffer=1 stereo=0
    rgba: redSize=5 greenSize=6 blueSize=5 alphaSize=0
    auxBuffers=0 depthSize=16 stencilSize=8
    accum: redSize=0 greenSize=0 blueSize=0 alphaSize=0
    multiSample=0  multiSampleBuffers=0
    visualCaveat=Slow
    Opaque.
Visual ID: 25  depth=16  class=TrueColor
    bufferSize=16 level=0 renderType=rgba doubleBuffer=1 stereo=0
    rgba: redSize=5 greenSize=6 blueSize=5 alphaSize=0
    auxBuffers=0 depthSize=16 stencilSize=0
    accum: redSize=16 greenSize=16 blueSize=16 alphaSize=0
    multiSample=0  multiSampleBuffers=0
    visualCaveat=Slow
    Opaque.
Visual ID: 26  depth=16  class=TrueColor
    bufferSize=16 level=0 renderType=rgba doubleBuffer=1 stereo=0
    rgba: redSize=5 greenSize=6 blueSize=5 alphaSize=0
    auxBuffers=0 depthSize=16 stencilSize=8
    accum: redSize=16 greenSize=16 blueSize=16 alphaSize=0
    multiSample=0  multiSampleBuffers=0
    visualCaveat=Slow
    Opaque.
Visual ID: 27  depth=16  class=DirectColor
    bufferSize=16 level=0 renderType=rgba doubleBuffer=1 stereo=0
    rgba: redSize=5 greenSize=6 blueSize=5 alphaSize=0
    auxBuffers=0 depthSize=16 stencilSize=0
    accum: redSize=0 greenSize=0 blueSize=0 alphaSize=0
    multiSample=0  multiSampleBuffers=0
    visualCaveat=None
    Opaque.
Visual ID: 28  depth=16  class=DirectColor
    bufferSize=16 level=0 renderType=rgba doubleBuffer=1 stereo=0
    rgba: redSize=5 greenSize=6 blueSize=5 alphaSize=0
    auxBuffers=0 depthSize=16 stencilSize=8
    accum: redSize=0 greenSize=0 blueSize=0 alphaSize=0
    multiSample=0  multiSampleBuffers=0
    visualCaveat=Slow
    Opaque.
Visual ID: 29  depth=16  class=DirectColor
    bufferSize=16 level=0 renderType=rgba doubleBuffer=1 stereo=0
    rgba: redSize=5 greenSize=6 blueSize=5 alphaSize=0
    auxBuffers=0 depthSize=16 stencilSize=0
    accum: redSize=16 greenSize=16 blueSize=16 alphaSize=0
    multiSample=0  multiSampleBuffers=0
    visualCaveat=Slow
    Opaque.
Visual ID: 2a  depth=16  class=DirectColor
    bufferSize=16 level=0 renderType=rgba doubleBuffer=1 stereo=0
    rgba: redSize=5 greenSize=6 blueSize=5 alphaSize=0
    auxBuffers=0 depthSize=16 stencilSize=8
    accum: redSize=16 greenSize=16 blueSize=16 alphaSize=0
    multiSample=0  multiSampleBuffers=0
    visualCaveat=Slow
    Opaque.

-glxgears: as fast (ok ok a little faster in fact) than softMesa
1386 frames in 5.0 seconds = 277.200 FPS
1421 frames in 5.0 seconds = 284.200 FPS
1403 frames in 5.0 seconds = 280.600 FPS
1365 frames in 5.0 seconds = 273.000 FPS
1347 frames in 5.0 seconds = 269.400 FPS

-other mesa demos: no problem (for those that can run ie mesa function supported by 
mach64)

- openuniverse: on average 36-40 frames/sec, drops to ~23fps near big planets 
(mars,...) except earth (hi res+clouds...) where it drops to 0.2 and almost hangs. 
Textures too big maybe?

- celestia (1.2.0, 1.2.4 won't compile): no fps but quite smooth with most planets, 
but getting close to Earth will just hang the program (again textures too big?)
Also it reports: Simultaneous textures supported: 2 at start

-gltron: all options on (including trilinear filtering)
640x480: average fps between 20 and 35, lowest fps 15
800x600: average fps around 20, lowest 12 (and very playable)
1024x768: sound not 'smooth' anymore, average fps 12, lowest 6
something strange (at least for me): if I switch to a 4-views screen (1 per player) 
the sound is smooth again (of course the fps won't improve).

-doom legacy (opengl mode): I had forgotten about this one, but the behaviour is 
strange. Everything runs smooth (where did they hide the fps counter?) but when 
getting into new rooms, it will go really slow for a few seconds, and then run fast 
again (even with many things to draw in the room)

-glean: sorry wasn't able to compile it

-tuxkart: smooth when it works but still hangs after a few seconds

-Cannonsmash: no problems in fullscreen normal details, but there's much echo in the 
sound

-BZFlag: no problems, quite fast (but simple graphics...)

-Terminus: quite nice, even with many graphic options
 
-Xscreensaver-gl: all very smooth, including the more complex molecule viewers

- Tuxracer opensource (0.6): no problem, still a little slower than with utah-glx 
drivers. Around 10fps, sound not smooth sometimes.

- Tuxracer-demo (1.1) won't launch:
%%% tuxracer warning: Failed to set video mode Couldn't find matching GLX visual
*** tuxracer error: Couldn't initialize video: Couldn't find matching GLX visual 
(Success)
and then back to the shell. Strange definition of Success isn't it?

--
Hope this helps,
                                                        Bernard Cafarelli
                                                        aka Voyageur
                                                        ICQ:66024647
                

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