On Fri, 2004-01-16 at 01:10, Alex Deucher wrote:
> nevermind... I think I figured it out... I had to re-run 'make World'.
> still shouldn't 'make Makefiles' have worked too?
World does a lot more than that, but you could have tried Everything
instead, which is basically World without clean.
PS:
I took a look at the endgame source from xscreensaver 4.05. I believe
the changing color is related to the color of the last chess piece drawn
in the display function. I noticed that after the first two moves or so
the board is lit correctly only if a grey piece is moving. The moving
piece is drawn
nevermind... I think I figured it out... I had to re-run 'make World'.
still shouldn't 'make Makefiles' have worked too? FWIW, it doesn't...
Alex
--- Felix Kühling <[EMAIL PROTECTED]> wrote:
> Assuming you appended hw/savage to SUBDIRS in lib/XvMC/Imakefile I
> attached the lib/XvMC/hw/savage/Im
--- Felix Kühling <[EMAIL PROTECTED]> wrote:
> Assuming you appended hw/savage to SUBDIRS in lib/XvMC/Imakefile I
> attached the lib/XvMC/hw/savage/Imakefile that I used and a small
> patch
> that fixes a few include file problems. I hope that does the trick.
>
> Felix
>
> On Thu, 15 Jan 2004
Mike A. Harris wrote:
On Wed, 14 Jan 2004, Alan Cox wrote:
Date: Wed, 14 Jan 2004 13:39:39 +
From: Alan Cox <[EMAIL PROTECTED]>
To: DRI Devel <[EMAIL PROTECTED]>
Content-Type: multipart/mixed; boundary="=-aOYRP5LaOLpcWQuYBxVm"
Subject: Minimal fix for the R128 drivers
I think this is about th
On Wed, 14 Jan 2004, Alan Cox wrote:
>Date: Wed, 14 Jan 2004 13:39:39 +
>From: Alan Cox <[EMAIL PROTECTED]>
>To: DRI Devel <[EMAIL PROTECTED]>
>Content-Type: multipart/mixed; boundary="=-aOYRP5LaOLpcWQuYBxVm"
>Subject: Minimal fix for the R128 drivers
>
>I think this is about the minimal fix n
Assuming you appended hw/savage to SUBDIRS in lib/XvMC/Imakefile I
attached the lib/XvMC/hw/savage/Imakefile that I used and a small patch
that fixes a few include file problems. I hope that does the trick.
Felix
On Thu, 15 Jan 2004 11:57:10 -0800 (PST)
Alex Deucher <[EMAIL PROTECTED]> wrote:
Alex Deucher wrote:
--- Felix Kühling <[EMAIL PROTECTED]> wrote:
Thanks for your explanation. I think I'm beginning to understand. To
get
this straight, access to the frame buffer by the 2D engine, 3D engine
and the CPU all go through bitmap descriptors which can translated
from/to tiled/linear
On Iau, 2004-01-15 at 20:47, Alex Deucher wrote:
> Makes sense. I know what might help clear this up. Alan, do you still
> have a copy of the VIA/S3 source with pbuffer support? I'm curious as
> to how they did it.
On the VIA pbuffer is unaccelerated, the 2D memory view is also linear
although th
--- Ian Romanick <[EMAIL PROTECTED]> wrote:
> Alex Deucher wrote:
>
> > I think in theory anyone (2D, 3D, CPU) can write to any BD it as
> long
> > as it is selected as the destination of that operation. you can
> even
> > set one BD as a source and another as a destination I think.
> Perhaps
>
Alex Deucher wrote:
I think in theory anyone (2D, 3D, CPU) can write to any BD it as long
as it is selected as the destination of that operation. you can even
set one BD as a source and another as a destination I think. Perhaps
Tim can clarify this.
I would think you would have to be able to d
Alex Deucher wrote:
--- Jesse Merriman <[EMAIL PROTECTED]> wrote:
I last updated everything yesterday. Also, I found out that one
surefire
way to lock up is to try starting the game foobillard. And even if I
don't lock it up, once via-agp is modprobed it won't let me modprobe
-r it..
try with:
O
--- Felix Kühling <[EMAIL PROTECTED]> wrote:
> Thanks for your explanation. I think I'm beginning to understand. To
> get
> this straight, access to the frame buffer by the 2D engine, 3D engine
> and the CPU all go through bitmap descriptors which can translated
> from/to tiled/linear adresses. Th
OT: XvMC, I've been playing with that today, but I can't seem to make
it build. can you send me your imake file for the savageXvMC lib in
xc/lib/XvMC/hw/savage? The one I have looks almost identical to the
one for i810 and yet it refuses to build. Am I missing something? do
I have to add it to
Thanks for your explanation. I think I'm beginning to understand. To get
this straight, access to the frame buffer by the 2D engine, 3D engine
and the CPU all go through bitmap descriptors which can translated
from/to tiled/linear adresses. The format is somehow specified by the
tiled surface regis
Good to know. Another file I found useful is in the UtahGLX driver:
utah/glx-xf4/servGL/hwglx/s3savage/savage_hw.h
It's probably more focused on 3D.
/Felix
On Thu, 15 Jan 2004 10:57:27 -0800 (PST)
Alex Deucher <[EMAIL PROTECTED]> wrote:
> I was just looking through the original savage code dro
I was just looking through the original savage code drop and I noticed
this file:
LinuxDriver/XvMC/s3data.h
it contains a lot of useful info about registers and the BCI for savage
chips.
for example:
#define TILED_SURFACE_REGISTER_00x48C40
#define TILED_SURFACE_REGISTER_10x48C44
#define
--- Jesse Merriman <[EMAIL PROTECTED]> wrote:
> Felix Kühling wrote:
> > What you're describing is the typical symptoms of a chip lockup. I
> > havn't got one of those in a while on my ProSavage. Jesse, are you
> using
> > the latest CVS for both the 2D and 3D driver?
>
> I last updated everythin
Felix Kühling wrote:
What you're describing is the typical symptoms of a chip lockup. I
havn't got one of those in a while on my ProSavage. Jesse, are you using
the latest CVS for both the 2D and 3D driver?
I last updated everything yesterday. Also, I found out that one surefire
way to lock up is
Ian Romanick wrote:
[EMAIL PROTECTED] wrote:
When indirect rendering is used, either because direct rendering is not
available or 'LIBGL_ALWAYS_INDIRECT=y' is set, functions related to
EXT_secondary_color, EXT_fog_coord, and EXT_blend_func_separate act as
no-ops. glxinfo reports that all of this
--- Jesse Merriman <[EMAIL PROTECTED]> wrote:
> Hi,
>
> Marco Strack wrote:
> > After trying 3d stuff and restarting X, X is unusable. Even after
> warm boot of
> > the machine X is not usable. When starting the login manager it
> takes about 3
> > minutes to get the picture completed. A shutd
On Thu, 2004-01-15 at 12:10, Felix KÃhling wrote:
> >
> > E.g. it starts like
> >
> > http://penguinppc.org/~daenzer/DRI/endgame1.jpeg
> >
> > and then switches to
> >
> > http://penguinppc.org/~daenzer/DRI/endgame1.jpeg
> >
> > and back and forth.
>
> I've seen different color schemes withou
What you're describing is the typical symptoms of a chip lockup. I
havn't got one of those in a while on my ProSavage. Jesse, are you using
the latest CVS for both the 2D and 3D driver?
Marco, I'm going to start looking into 3D on Savage IX on the weekend.
Regards,
Felix
On Wed, 14 Jan 2004 18
On Thu, 15 Jan 2004 01:02:48 +0100
Michel Dänzer <[EMAIL PROTECTED]> wrote:
> On Wed, 2004-01-14 at 23:38, Felix Kühling wrote:
> > On Wed, 14 Jan 2004 03:12:37 +0100
> > Michel Dänzer <[EMAIL PROTECTED]> wrote:
> >
> > > On Wed, 2004-01-14 at 01:47, Felix Kühling wrote:
> > > >
> > > > It makes
Roland Scheidegger wrote:
Ian Romanick wrote:
I know this is a breach of protocol, but I'd like to discuss the patch
that I have for this before attaching it to the bug report or
committing it.
In both the client-side and the server-side g_render.c I have created
some template macros for gener
I think I get what your saying here, about white and black being your max and min.
The answer is
simple, to my simple mind. You need to compress your max and min based uppon your
full data set.
Apply the means-extream, if applicable, to get your new max and min.
Bottom line, make Black into Br
I think I get what your saying here, about white and black being your max and min.
The answer is
simple, to my simple mind. You need to compress your max and min based uppon your
full data set.
Apply the means-extream, if applicable, to get your new max and min.
Bottom line, make Black into Br
I think I get what your saying here, about white and black being your max and min.
The answer is
simple, to my simple mind. You need to compress your max and min based uppon your
full data set.
Apply the means-extream, if applicable, to get your new max and min.
Bottom line, make Black into Br
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