http://bugs.freedesktop.org/show_bug.cgi?id=11495

           Summary: blender sculpt mode is very flakey when using DRI
           Product: Mesa
           Version: 6.5
          Platform: x86 (IA32)
        OS/Version: Linux (All)
            Status: NEW
          Severity: normal
          Priority: medium
         Component: Drivers/DRI/Radeon
        AssignedTo: [email protected]
        ReportedBy: [EMAIL PROTECTED]


To reproduce:

1. Using Mesa 6.5.1, 6.5.2, or 7.0 built with DRI enabled (i.e. make linux-dri)
and a graphics card which produces the following in Xorg.0.log:

(--) PCI:*(1:0:0) ATI Technologies Inc Radeon RV100 QY [Radeon 7000/VE] rev 0,
Mem @ 0xe0000000/27, 0xed000000/16, I/O @ 0xa000/8
...
(--) RADEON(0): Chipset: "ATI Radeon VE/7000 QY (AGP/PCI)" (ChipID = 0x5159)

2. Run blender 2.44.  I tried both the FC6 RPM and the (non-static) tarball
from:
http://www.blender.org/download/get-blender/

3. Click "Add Multires".  Click "Add Level" a few times.  Click "Object Mode"
and switch to "Sculpt Mode".  Select the "Sculpt" tab (next to the Multires
tab).  Click "Grab".  Left-click and drag on the object several times -- avoid
the green and red arrows.

Expected results:

Each drag should cause part of the object to be pulled out.

Actual results:

Approximately 80% of the time nothing happens except that the brush circle will
not move for a second after you release the mouse.

More details:

The problem does NOT occur when using Mesa 7.0 built with "make linux-x86", nor
with the "Static MesaGL" version of blender available from:

http://www.blender.org/download/get-blender/

That makes me think the problem is in the Mesa DRI driver.  

(Suprisingly setting LIBGL_ALWAYS_INDIRECT=1 does NOT solve the problem.  In
fact, it doesn't appear to be disabling DRI. For example, when using Mesa
compiled without DRI, it takes a very long time for blender to draw it's splash
screen -- the borders are drawn one pixel at a time.  However, I do NOT see
that effect when I use a DRI build with LIBGL_ALWAYS_INDIRECT=1.)

Setting the following env vars to 1 (one at time) does NOT solve the sculpting
problem:

RADEON_COMPAT
LIBGL_PERFORMANCE_BOXES
RADEON_NO_IRQS
RADEON_NO_USLEEPS
RADEON_TCL_FORCE_ENABLE
RADEON_TCL_FORCE_DISABLE
RADEON_NO_VTXFMT
RADEON_NO_CODEGEN

MESA_NO_ASM
MESA_NO_MMX
MESA_NO_3DNOW
MESA_NO_SSE
MESA_NO_DITHER

Various 3D games (e.g. GL-117, PPRacer, Supertuxkart, TORCS) seem to work fine
on the same machine.

I'm happy to help debug the problem and provide any other information that I
can.  Is there a way to determine which OpenGL calls are being made when the
problem is occuring?


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