(I'm moving this thread over to dri-devel. That seems to be a better place for it.)

Paul Miller wrote:
On Mon, Oct 04, 2004 at 06:58:01AM -0400, Paul Miller wrote:

libGL warning: 3D driver claims to not support visual 0x23

Hm...I'll take a look at it on Monday. The issue is usually that the DDX driver (server-side) and the 3D driver (client-side) don't agree on the same set of visuals.

I am able to reproduce this, but only in 24-bit mode. It looks like the 3D driver "claims to not support" any visual that does not have a depth and stencil buffer. The old DDX would always export 24/8 and 24/0 depth / stencil modes, but the new one seems to export 24/8 and 0/0 modes.


I've just commited a fix to Mesa CVS that should support both the old DDX and the new.

I see that I failed to mention that my alpha blending on a
game I'm developing started malfunctioning at the same time.
Almost as if some of the alpha filter types are missing or
something.  Who can say what 0x23 is off the top of their
head though?

Anyway, those visuals were all working fine with the matrox
drivers -- though, there were some other graphic artifacts
that seem to have gone away.  Apparently, matrox isn't the
best 3D card around.

It looks like destination alpha was disabled in the DDX at some point. I seem to remember some discussion about this a long time ago. Do any of the DRI developers remember why this was done?


What ever the case, if you need destination alpha, you need to request a visual / fbconfig that has destination alpha. If modes with and without destination alpha are available, but you don't specificaly request a visual with it, you WON'T get it.


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