> Yes - and yet they still have horrible problems every time you have
> a conditional branch instruction. That's because they are trying
Not really. The Pentium 4 has a very efficient branch prediction unit.
Most of the time it guesses the correct branch to take. When the actual
branch is comp
On Fri, 5 Apr 2002, José Fonseca wrote:
> On 2002.04.04 18:47 Tony Rogvall wrote:
> > "José Fonseca" wrote:
> >
> > > On 2002.04.04 11:46 Tony Rogvall wrote:
> > > > ...
> > > >
> > > > Found it, I assumed it was a printk and removed DRM_INFO voila it
> > started
> > > > without
> > > > a crash.
On Wednesday, March 2002-04-03 22:05:47, Brian Paul wrote:
> -- Dieter N=FCtzel wrote:
> >=20
> > One more:
> > Brian, is the latest Mesa-4.0.2 stuff already merged?
>
> The trunk is has the latest 4.0.2 code now.
Sorry Brian,
but after your update the tdfx driver (V5) sigfaults during the "texd
I'm new to this list and have a machine with Rage Mobility-M PCI. Is
there anything I can help for DRI development?
--
"Free software is not for free."
Kaz Sasayama <[EMAIL PROTECTED]>; Screen Name: kazssym
Hyper Linux Systems (Hypercore Software Design, Ltd.)
http://www.hypercore.co.jp/>
On 2002.04.04 18:47 Tony Rogvall wrote:
> "José Fonseca" wrote:
>
> > On 2002.04.04 11:46 Tony Rogvall wrote:
> > > ...
> > >
> > > Found it, I assumed it was a printk and removed DRM_INFO voila it
> started
> > > without
> > > a crash. In mach64_dma there is code for printing AGP_BASE !! Just
>
Keith Whitwell wrote:
>
> Michael wrote:
> >
> > On Wed, Apr 03, 2002 at 10:59:18PM +0100, Michael wrote:
> > > On Wed, Apr 03, 2002 at 10:11:36AM -0800, Ian Romanick wrote:
> > > > On Wed, Apr 03, 2002 at 01:28:46PM +0200, Timothee Besset wrote:
> > > > > Not sure if that's related, but Q3 shade
"José Fonseca" wrote:
> On 2002.04.04 11:46 Tony Rogvall wrote:
> > ...
> >
> > Found it, I assumed it was a printk and removed DRM_INFO voila it started
> > without
> > a crash. In mach64_dma there is code for printing AGP_BASE !! Just put
> > some
> > __REALLY_HAVE_AGP around it.
> >
>
> __REAL
Michael wrote:
>
> On Wed, Apr 03, 2002 at 10:59:18PM +0100, Michael wrote:
> > On Wed, Apr 03, 2002 at 10:11:36AM -0800, Ian Romanick wrote:
> > > On Wed, Apr 03, 2002 at 01:28:46PM +0200, Timothee Besset wrote:
> > > > Not sure if that's related, but Q3 shaders don't do any bump mapping.
> > >
On Wed, Apr 03, 2002 at 10:59:18PM +0100, Michael wrote:
> On Wed, Apr 03, 2002 at 10:11:36AM -0800, Ian Romanick wrote:
> > On Wed, Apr 03, 2002 at 01:28:46PM +0200, Timothee Besset wrote:
> > > Not sure if that's related, but Q3 shaders don't do any bump mapping.
> > >
> > > TTimo
> >
> > Hrm.
On Tue, 2 Apr 2002, Raystonn wrote:
> > That is far from the truth - they have internal pipelining
> > and parallelism. Their use of silicon can be optimised to balance
> > the performance of just one single algorithm. You can never do that
> > for a machine that also has to run an OS, word pro
"Marcelo E. Magallon" wrote:
>
> >> Brian Paul <[EMAIL PROTECTED]> writes:
>
> > to a simple integer divide.
>
> That's the point. You are comparing it with a truncated result. I'm
> comparing it with x/255 computed in floating point and rounded up.
>
> > int d0 = i / 255;
>
> ch
On Wed, 3 Apr 2002, Marcelo E. Magallon wrote:
> [are the mailing lists having hiccups? I sent something yesterday and it
> didn't show up]
I had reports of hiccups and dropped mail on a couple of other sourceforge
mailing lists - so it's very possible that they had some kind of system
SNAFU.
-
On Wed, 3 Apr 2002, Raystonn wrote:
> A GeForce 3 produces about 88 million triangles/second maximum. Now take a
> 3GHz Pentium 4, just a few months down the road.
So you are comparing a 2 generations old GPU with a CPU that won't exist
until the GPU's have cycled through at least one more gene
> > Does 4 do pixel-based fog?
> yep.
So in some cases it is much slower than 3, isn't it?
> It's because they are quite similar operations so they use the same chip
> logic. In fact you have a bit to choose wether you want alpha or fog. It's
> was design option.
So they did not want to have tw
On 2002.04.04 09:44 Sergey V. Udaltsov wrote:
> > But the OpenGL spec says that the fog color is calculated on a _pixel_
> > basis and not on a _vertex_ basis. Indeed the result is different,
> > especially in long polygons that span from the front way to the back.
> Does 4 do pixel-based fog?
>
On 2002.04.04 11:46 Tony Rogvall wrote:
> ...
>
> Found it, I assumed it was a printk and removed DRM_INFO voila it started
> without
> a crash. In mach64_dma there is code for printing AGP_BASE !! Just put
> some
> __REALLY_HAVE_AGP around it.
>
__REALLY_HAVE_AGP is a constant macro. It must b
On 2002.04.04 09:08 Keith Whitwell wrote:
> On Thu, 4 Apr 2002 01:56:22 +0100
> José Fonseca <[EMAIL PROTECTED]> wrote:
>
> > ...
>
> > the further away is the vertex more its color is nearer to the fog
> > background color. Since the colors are interpolated in the triangle
> this
> > gave the i
Tony Rogvall wrote:
> Thomas Kunze wrote:
>
> > On Saturday 23 March 2002 04:31, you wrote:
> > > Tony,
> > >
> > > I've just commited a simple change to remove the AGP requirement in the
> > > mach64-0-0-3-branch, as suggested by Michel. This is rather preliminary
> > > and I'm not sure if it's
Alan Hourihane wrote:
>
> On Tue, Apr 02, 2002 at 07:49:59 -0700, Jens Owen wrote:
> > Alan,
> >
> > I've committed a slew of header file changes. Mostly, I've seperated
> > any device dependencies from drm.h and the automatic include of all the
> > _drm.h files. This results in a drm.h which d
> But the OpenGL spec says that the fog color is calculated on a _pixel_
> basis and not on a _vertex_ basis. Indeed the result is different,
> especially in long polygons that span from the front way to the back.
Does 4 do pixel-based fog?
> Mach64 is able to do the fog properly, i.e., on a pi
>> Brian Paul <[EMAIL PROTECTED]> writes:
> to a simple integer divide.
That's the point. You are comparing it with a truncated result. I'm
comparing it with x/255 computed in floating point and rounded up.
> int d0 = i / 255;
change that to (int)((float)i / 255. + 0.5)
--
Marce
On Wed, Apr 03, 2002 at 10:11:36AM -0800, Ian Romanick wrote:
> On Wed, Apr 03, 2002 at 01:28:46PM +0200, Timothee Besset wrote:
> > Not sure if that's related, but Q3 shaders don't do any bump mapping.
> >
> > TTimo
>
> Hrm..ok, so then it's not the bumpmaps that are missing. :) In any case,
>
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