>
> The DRI User Guide (on the website) has some information about what's
> done in hardware vs. software for most drivers, but it's not deeply
> detailed.
>
> If you need high-performance GL_LINE or GL_POINT-mode polygons, you're
> often better-off writing your own rendering loop using glBegin
Michael Schlueter wrote:
> Am Don, 2002-06-27 um 00.43 schrieb Brian Paul:
>
Most of the DRI drivers have a per-context field called 'Fallback'.
It's a bitmask which records various reasons why we need to fallback
to software rendering. In the case of the mga (G400) driver you'll
>>
Am Don, 2002-06-27 um 00.43 schrieb Brian Paul:
> >>Most of the DRI drivers have a per-context field called 'Fallback'.
> >>It's a bitmask which records various reasons why we need to fallback
> >>to software rendering. In the case of the mga (G400) driver you'll
> >>see these flags in mgacontex
On Wed, Jun 26, 2002 at 04:43:35PM -0600, Brian Paul wrote:
> Without looking at the code, my guess is that the GL_DECAL env mode
> with an RGBA texture probably isn't implemented in hardware. Hardware
> from that era often had limitations that prevented some combinations
> of texture env modes a
Michael Schlueter wrote:
> Hi Brian,
>
> sorry for disturb you again.
>
> Am Sam, 2002-06-22 um 00.00 schrieb Brian Paul:
>
>>Most of the DRI drivers have a per-context field called 'Fallback'.
>>It's a bitmask which records various reasons why we need to fallback
>>to software rendering. In t
Hi Brian,
sorry for disturb you again.
Am Sam, 2002-06-22 um 00.00 schrieb Brian Paul:
> Most of the DRI drivers have a per-context field called 'Fallback'.
> It's a bitmask which records various reasons why we need to fallback
> to software rendering. In the case of the mga (G400) driver you'l
On Sat, 2002-06-22 at 18:31, Michael Schlueter wrote:
>
> thanks for your fast answer.
>
> Am Sam, 2002-06-22 um 00.00 schrieb Brian Paul:
> > If you search the code, you'll find where we set these flags by
> > calling mgaFallback() (via the FALLBACK() macro). You could put
> > a printf in ther
Am Sam, 2002-06-22 um 20.45 schrieb Jens Owen:
> Michael Schlueter wrote:
> > Hi Paul,
> His first name is Brian :-)
Ups, sorry for that.
> > So I've to do some printf into os-support/linux/drm/xf86drm.c to find
> > that problem first (or is that a known issure?).
>
> Make sure your DRM driver
Michael Schlueter wrote:
>
> Hi Paul,
His first name is Brian :-)
> thanks for your fast answer.
>
> Am Sam, 2002-06-22 um 00.00 schrieb Brian Paul:
> > If you search the code, you'll find where we set these flags by
> > calling mgaFallback() (via the FALLBACK() macro). You could put
> > a p
Hi Paul,
thanks for your fast answer.
Am Sam, 2002-06-22 um 00.00 schrieb Brian Paul:
> If you search the code, you'll find where we set these flags by
> calling mgaFallback() (via the FALLBACK() macro). You could put
> a printf in there to print the bit value and get an idea of what's
> slowin
Michael Schlueter wrote:
> Hi,
>
> I'm trying to use a program called gtkradiant
> (http://zerowing.idsoftware.com/) that is a map editor for quake and all
> the other games from ID Software. My problem now is that the 3D view is
> very slow for me. After testing it with different graphic cards i
Hi,
I'm trying to use a program called gtkradiant
(http://zerowing.idsoftware.com/) that is a map editor for quake and all
the other games from ID Software. My problem now is that the 3D view is
very slow for me. After testing it with different graphic cards it looks
like that it works slow with
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