On Wed, 12 Jan 2005, Adam K Kirchhoff wrote:


So I've finally tested the r300_driver on my 9800. Specifically it's a:

ATI Technologies Inc Radeon R350 [Radeon 9800]

Direct Rendering is enabled when X starts up. I'll attach the output from glxinfo. glxgears -info gives me in excess of 2000 fps. Any GL app, however, will lock up X if it runs too long. The first time I ran glxgears, it lasted between 5 and 10 seconds before locking up. During my next attempts, I got it to run longer, even up to a minute once. But X still locked up.

Hmmm.. I can run everything (including menu of quake demo) without much lockups (quake locks up when starting the game, though, probably something connected with resetting graphics mode).


1. Check that both DRM and r300_dri think you have an RV350 card, not R300. (R300 had more texture units)

2. Try checking out different snapshots and seeing whether one of them works better.

3. Try finding out which mode of r300_demo is more likely to lockup -
  you are not going to get lockup each time on a single invocation unless
  something is seriously wrong.

                      thank you !

                           Vladimir Dergachev


From glxgears:

Using 8 maximum texture units..
disabling 3D acceleration
GL_MAX_VIEWPORT_DIMS=4096/4096
GL_RENDERER = Mesa DRI R300 20040924 AGP 4x NO-TCL
GL_VERSION = 1.3 Mesa 6.3
GL_VENDOR = Tungsten Graphics, Inc.
GL_EXTENSIONS = GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_convolution GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_histogram GL_EXT_packed_pixels GL_EXT_polygon_offset GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_APPLE_packed_pixels GL_ATI_blend_equation_separate GL_ATI_texture_env_combine3 GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_MESA_pack_invert GL_MESA_ycbcr_texture GL_MESA_window_pos GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texture_rectangle GL_NV_texgen_reflection GL_NV_vertex_program GL_OES_read_format GL_SGI_color_matrix GL_SGI_color_table GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod
r300_render.c:r300_get_primitive_type Not enough vertices to draw primitive 08 - help me !


Adam




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