One other note on the current mach64 implementation:  right now glFlush 
does the same thing as glFinish, i.e. waits for all rendering to complete.  
This may not always be the case, as the spec only requires that glFlush 
ensures all rendering will complete in finite time, but doesn't need to 
wait.

On Tue, 2 Jul 2002, Graham Hay wrote:

> Beat me to it. Worked for me, too, and thanks for the education,
> I knew I should have said indirect vs software :) I knew about the
> blending done in software, but didn't know about the logic ops.
> 
> Its a useful test, but in general - isn't that a bit dangerous?
> That test program relied on the fact that since it only did a glFlush on
> the front buffer, the contents were intact.
> 
> By doing the swap buffer, according to GLX its then undefined, and I'd
> have to make sure I re-drew whatever scene was there which could be
> and is a lot more expensive in my real app. I think Mesa just copies
> the buffer, so its ok here. Maybe a combination of swap buffers, plus
> a front to back copy would get me out of this for now.
> 
> Thanks for looking at it, happy hunting.
> Graham
> 
> 
> --- Leif Delgass <[EMAIL PROTECTED]> wrote:
> > On Tue, 2 Jul 2002, Leif Delgass wrote:
> > 
> > > One thing you might test is whether the problem happens if you don't do
> > > front buffer rendering, but draw to the back buffer and swap for each
> > > mouse move.  I've found that the Mesa texenv demo has problems with the
> > > textures done in software when drawing to the front buffer, but it works
> > > with double-buffering.
> > 
> > I just tried making this change in your test program and it renders 
> > correctly when not drawing to the front buffer, so it looks like this is 
> > related to the texenv problem.
> > 
> > -- 
> > Leif Delgass 
> > http://www.retinalburn.net
> > 
> 
> 
> __________________________________________________
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> 

-- 
Leif Delgass 
http://www.retinalburn.net



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