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List:       dri-users
Subject:    Re: [Dri-users] Half-Life texturing problem with Savage/IX
From:       Michal Kepien <michal.kepien () poczta ! onet ! pl>
Date:       2004-11-30 23:07:18
Message-ID: 20041201000718.0db0c8d7.michal.kepien () poczta ! onet ! pl
[Download RAW message or body]

> I'm aware that the driver has several bugs right now. I have found some
> while I was working on a bigger thing and I didn't get to committing
> anything yet. Could you try the attached patch against the Savage Mesa
> driver (in mesa/src/mesa/drivers/dri/savage)? It fixes the worst problem
> I'm aware of.

No good for Half-Life, I'm afraid :-( I've run `patch < savagestate.diff' in the
./src/mesa/drivers/dri/savage dir, recompiled the Mesa driver, copied it into
/usr/X11R6/lib/modules/dri and restarted X. No change in Half-Life. Boohooo ;-(

> There is a problem with the Savage IX in that it does not allow to
> specify a maximum mipmap level. This means that small mipmap levels
> (looking from far distance) may look random because the chip tries to
> render a texture that is not there.

O...kay :-) Think I get the idea. Well, in Half-Life, even when I get closer to
some of those walls or anything, the texture remains shredded. Also, when I
just walk straight forward, sometimes the correct textures turn into the "bad"
ones when I get close to them. They just randomly rotate from good to bad and
vice versa, however there is usually some part of the level which looks good
all the time.

> I was just lucky that no application I tested exhibited this problem so far.
> I would have to add automatic mipmap level generation to fix this properly on
> Savage IX. It's not a quick fix unfortunately.

Take your time, I'm not hasting anyone. Just wanna know where the problem lies.

If you need further testing, just tell me >:-]

Good luck out there,
Michal Kepien


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