On Sun, 7 Mar 2004 17:35:45 -0300
"Paulo R. Dallan" <[EMAIL PROTECTED]> wrote:

> Em Qui 04 Mar 2004 19:20, Felix K�hling escreveu:
[snip]
> 
> Hello Felix,
> 
> Installed the new tree; Haven't tested it fully with wolf3d-et yet, but in 
> Vegastrike, and, at a certain moment, had a similar error, already with the 
> new driver:
> 
> 2.Loading bmp file cockpit/selectbox.png alp cockpit/selectbox.png 2.Loading 
> bmp                                             file cockpit/selectbox.png 
> alp cockpit/selectbox.png 2.Loading bmp file 
> cockpit                                            /selectbox.png alp 
> cockpit/selectbox.png 2.Loading bmp file cockpit/selectbox.pn                        
>                     
> g alp cockpit/selectbox.png 2.Loading bmp file cockpit/selectbox.png alp 
> cockpit                                            /selectbox.png vegastrike: 
> savagetex.c:1837: savageBindTexture: Assertion `(targ                                
>             
> et != 0x0DE1) || (tObj->DriverData != ((void *)0))' failed.
> 
> So I believe it did not work yet! :(

Right. I saw it too with Flight Gear. It seems to happen when the driver
runs out of texture memory. There also seems to be a texture memory
leak. Therefore it's more likely to happen after a long-running session.
I'll see if I can track it down.

> 
> But we continue trying! :)
> 
> As soon as you may have a new patch, e-mail it and I test it. Actually, in 
> Vegastrike this problem it is much easier to reproduce than the others. 
> Another thing I noticed is that some of the graphics in this program either 
> don't work that "wonderful", or simply does not appear (ex.: a rotating 
> planet; once only parts of it were rotating; in other screen, where it was 
> supposed to be, it wasn't).

If you're talking about texture corruption, that should be fixed now. I
rewrote the tiled texture upload code and committed two hours ago. I
believe this fixes all texture corruption of the old code. It also fixes
a texture memory alignment problem that may have been responsible for
lockups on certain hardware before. On the Savage IX and ProSavage DDR I
didn't seen any lockups with the old code but wrong texture alignment
did cause lockups here while I was messing around with it.

> 
> Noted another thing, too: in Quake 2, after some time playing, I also had the 
> same kind of problem I was(am) having with tuxracer (the thing that the main 
> screen and graphics continue to be rendered, but auxiliare, like ammo, or 
> speed, status bar etc disappear without reason; pressing "esc" to go to the 
> options menu, either the screen is a "blank blue" (tuxracer"), or a kind of 
> "frozen play screen without the menu" in quake 2.

I havn't seen this effect yet. Quake2 and tuxracer work flawlessly here.

Felix


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