I've tracked the problem down to using compiled vertex arrays (r_ext_compiled_vertex_array in q3config.cfg). Is this something we should be able to handle? Or is there a fallback we should be catching somewhere? Anyhow, quake3 runs now.
I can confirm this problem with Q3, but I can only play a map if I disable multi texturing (r_ext_multitexture).
If I don't I get this:
r300_check_render: fallback:ctx->Texture.Unit[i].Enabled
Received Signal 11 exiting...
Destroying context !
It used to be that this fallbacks worked fine, but these kind of problems happen more often now.
If you want to play with multitexturing you could increase the index from 1 to 2 in the check_render() function (r300_render.c file).
It won't produce correct rendering, of course, but it would be interesting to know whether we get a lockup.
best
Vladimir Dergachev
Rune Petersen
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