Dave has made some recent changes to DRM that are 2.6 in CVS. He is planning to
back port to 2.4 real soon now.
--- Sérgio Monteiro Basto <[EMAIL PROTECTED]> wrote:
> Jut get CVS updated and now can't insert savage.o
>
> Using /lib/modules/2.4.26/kernel/drivers/char/drm/savage.o
> /lib/modules/2
Jut get CVS updated and now can't insert savage.o
Using /lib/modules/2.4.26/kernel/drivers/char/drm/savage.o
/lib/modules/2.4.26/kernel/drivers/char/drm/savage.o: unresolved symbol pci_get_subsys
/lib/modules/2.4.26/kernel/drivers/char/drm/savage.o: unresolved symbol pci_dev_put
I only find pci_g
I have put up a webpage describing my progress in hacking
R300 3d engine at:
http://volodya-project.sf.net/R300.php
Comments and suggestions are appreciated :) (This includes new items for
my TODO list).
best
Vladimir Dergachev
---
On Sat, 15 May 2004 13:30:16 -0700
"Mark Cass" <[EMAIL PROTECTED]> wrote:
> Felix,
>
> i think the texture formats you are talking about are the ones enumerated in
> savage_bci.h . i tried all of them.
I was talking about the parameters that are used by the tiling functions
for various texture f
Hi,
I'm using a few spare hours to get started working on the Savage DRM
driver. I'm going to have to rewrite it from scratch. The current sarea
definition is essentially copied from the MGA driver and the only 3
driver-specific ioctls are not (and probably won't be) used by the
current 2D/3D driv
Felix,
i think the texture formats you are talking about are the ones enumerated in
savage_bci.h . i tried all of them.
NEWS BULLETIN:
i set the textBytes to 4 and i now have the correct colors. i think this
works because each texel block (4x4 texels) in a DXT3 or DTX5 is compressed
to a four byt
I seem to be missing fonts in one of my 3d games (tribes2).
http://www.terraform.ca/missingfonts1.png . I have tried latest r200
snapshots and they seem to produce this result. I'm using X.org release
6.7. I have also compiled dri/drm/mesa cvs and I get the same result.
I've tried several com
there is also an s3tc width field in the tiled surface regs (0x48c40,
etc.). you may need to mess with that.
Alex
--- Felix Kühling <[EMAIL PROTECTED]> wrote:
> Hi Mark,
>
> Your description of the problems sounds like the tiling code does the
> right thing. However, in the driver there were ori
Hi Mark,
Your description of the problems sounds like the tiling code does the
right thing. However, in the driver there were originally some constants
for 4bit per pixel texture formats. I thought they were for compressed
texture formats. For example one of the texture formats is named
TFT_S3TC4B
On Sat, May 15, 2004 at 09:27:34AM +0200, Holger Waechtler wrote:
> Ville Syrjälä wrote:
> >On Fri, May 14, 2004 at 11:40:04AM -0700, Jon Smirl wrote:
> >
> >>Does DirectFB work on anything beside Matrox now?
> >
> >
> >It works on any card with a working fbdev driver (vga16fb excluded).
> >Hardwa
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