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Re: [Gzz] ARGH - texture trouble
From: |
Tuomas Lukka |
Subject: |
Re: [Gzz] ARGH - texture trouble |
Date: |
Sun, 19 Jan 2003 13:33:33 +0200 |
User-agent: |
Mutt/1.4i |
On Sun, Jan 19, 2003 at 12:50:00PM +0200, Matti Katila wrote:
> On Sun, 19 Jan 2003, Tuomas Lukka wrote:
> > On Sun, Jan 19, 2003 at 03:22:30AM +0200, Matti Katila wrote:
> >> On Sat, 18 Jan 2003, Tuomas Lukka wrote:
> >>> apparently there are bugs in the drivers (I know, the last time..
> >>> Please tell me if/when you could try to confirm the problems.
> >> Today afternoon. Just cvs update and run xupdf?
> > No. You need to run texpacker to create .mipzip versions of the textures
>
> texpacker?
gfx/util/texpacker, a script which generates .mipzip files from image files.
> Vegai: I think one of my duties was to test low-end gfx like radeon at
> autumn. Now you have the radeon so could you keep the machine in condition
> where it is easily enough to run tests :)
That would be great. Automated buildbot tests on GF3 *and* radeon would
be better
BTW: two Radeon 9500's are on order.
> All:
> What are the plans for "Gzz-mark"?-)
> (see, http://www.futuremark.com/products/3dmark2001/ ;)
At the moment, still a bit vague. I keep thinking whether we want to split
different features or just have some composite score.
The things we have that others don't do so much are
- constant loading / unloading of textures
- huge textures
- text: lots of alpha-blended small polygons, high resolution &c
- lots of small primitives
- lots of small display lists
The things we don't do that most others do:
- large static models
- lighting
- sync-to-vblank and full-screen (but we're going to)
Tuomas