https://bugs.freedesktop.org/show_bug.cgi?id=78773
--- Comment #15 from Jan ---
(In reply to comment #14)
> according to comment #9 this is fixed
i tried to get latest git and compile the code myself but that brought more
errors. i dag for some time but i couldnt handle these errors. sorry
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https://bugs.freedesktop.org/show_bug.cgi?id=78773
Tapani Pälli changed:
What|Removed |Added
Status|NEW |RESOLVED
Resolution|---
https://bugs.freedesktop.org/show_bug.cgi?id=78773
--- Comment #13 from Tapani Pälli ---
Jan, please try if it works for you
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https://bugs.freedesktop.org/show_bug.cgi?id=78773
--- Comment #12 from Tapani Pälli ---
(In reply to comment #11)
> That implicit cast was fixed in RBDOOM-3-BFG Git 79b8e04e.
cool, now it seems to initialize allright on IVB (still fails for me in loading
though but I only have original pk4 file
https://bugs.freedesktop.org/show_bug.cgi?id=78773
--- Comment #11 from Erik Faye-Lund ---
That implicit cast was fixed in RBDOOM-3-BFG Git 79b8e04e.
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https://bugs.freedesktop.org/show_bug.cgi?id=78773
--- Comment #10 from Tapani Pälli ---
I'm getting a lot of shader compiler errors when testing current RBDOOM-3-BFG
git (485edfebc146c6c60fe4e918d7bb7b18e1e87f1b) on IVB. These are all related to
implicit conversion, coming from following code sn
https://bugs.freedesktop.org/show_bug.cgi?id=78773
--- Comment #9 from Jonathan Gray ---
The latest RBDOOM-3-BFG git at the time of writing
(485edfebc146c6c60fe4e918d7bb7b18e1e87f1b) seems to work fine with Mesa 10.2.3
on OpenBSD/amd64 with ivybridge mobile/HD4000 without needing to set any
addi
https://bugs.freedesktop.org/show_bug.cgi?id=78773
--- Comment #8 from Tapani Pälli ---
Took a bit more look. The problem is that game opens a core context but expects
to use legacy/compatibility extensions like GL_ARB_multitexture. Same happens
with GL_ARB_texture_compression and GL_ARB_vertex_b
https://bugs.freedesktop.org/show_bug.cgi?id=78773
--- Comment #7 from Tapani Pälli ---
(In reply to comment #6)
> Wasn't Doom 3 one of those older games that had a fixed-size buffer for
> storing the GL_EXTENSIONS string? If the extension string was too long the
> buffer would overflow and the
https://bugs.freedesktop.org/show_bug.cgi?id=78773
--- Comment #6 from Brian Paul ---
Wasn't Doom 3 one of those older games that had a fixed-size buffer for storing
the GL_EXTENSIONS string? If the extension string was too long the buffer
would overflow and the game would crash/misbehave.
Jan,
https://bugs.freedesktop.org/show_bug.cgi?id=78773
--- Comment #5 from Jan ---
Created attachment 99395
--> https://bugs.freedesktop.org/attachment.cgi?id=99395&action=edit
log file
i attached the log file. game also started to lower to my resolution to 640x480
which it didnt do in my first tr
https://bugs.freedesktop.org/show_bug.cgi?id=78773
--- Comment #4 from Tapani Pälli ---
Jan, could you please add full log output from doom3 when you run it.
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Tapani Pälli changed:
What|Removed |Added
CC||lem...@gmail.com
--- Comment #3 from Tapa
https://bugs.freedesktop.org/show_bug.cgi?id=78773
Michel Dänzer changed:
What|Removed |Added
Assignee|xorg-driver-...@lists.x.org |mesa-dev@lists.freedesktop.
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