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ufo:ai vs. IBM T30 / radeon 7500 mobile

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Elbenfreund:
runing debian etch /x.org/proper glxinfo feedback ... everything could have been so wonderfull when i eventualy started my ufo svn snapshoot this evening.

Unfortunaly it seem that the oss drivers for the 7500M wont do for proper gfx within ufo. Even after hours of bothering the irc channel we couldnt locate the reason for the massive occuing of texture errors and "blackouts" on the "world-map" view... under those conditions i obviously didnt even try to get an actual dogfight running.

following the part of the bootup log thats seems responsible for the problems.


--- Code: ---
...enabling GL_EXT_compiled_vertex_array
...GL_EXT_point_parameters not found
...using GL_ARB_multitexture
...using GL_EXT_texture_env_combine
...GL_SGIS_multitexture not found
...ignoring GL_ARB_texture_compression
...ignoring GL_EXT_texture_filter_anisotropic
...using GL_EXT_texture_lod_bias
...using GL_EXT_stencil_wrap
...GL_EXT_fog_coord not found
...GL_ARB_fragment_program not found
...GL_ATI_separate_stencil not found

--- End code ---


Anyway, suggestions are very welcome as I dont see a chance I can contribute without a running version through.
Thanks for the Time and patience of this great community, esp. the folks helping out on IRC... best regards: Eric

Linzer:
Very interesting. I have exactly the same problem on my laptop with a Radeon IGP chipset. I hesitated to report a bug here because I strongly suspected the hardware/driver combination, like you.
One thing I have noticed, but I am not sure is related: the amount of memory reported by lspci -v is always double the size actually dedicated to the graphics adapter. Does anyone know what that means?

Linzer:
Well, actually I should describe the behaviour in more detail, to make sure it is rigorously the same.
At first, everything seems normal. When the world map has been rotating for a while, it turns white. Something similar happens to most of the textures, which gradually disappear. This includes images in the ufopedia, parts of the base display, and in-mission textures. I can actually get the missions to run, only with a varying number of missing textures. Another error that I have noticed recently is that units sonteimes get textured with bits of white-on-black text, which gives a pretty funny effect.

Mattn:
i'm very sorry - maybe the open source driver guys can help you with these issues - but i really think that this is a driver issue. maybe a not properly installed multitexturing - if it's our fault... please tell. but with nvidia and ati prop. drivers everything you mentioned is working. Nevertheless if we could help to support the open source driver, let us know.

best regards
martin

Elbenfreund:
linzer: exactly the same here ...
plus the fact that the intro is bugy as well...  bold green lines between the text lines.
neverthless i've send an report to the dri list, so maybe they got an idea... meanwhile i will try softwarerendering and tell here if its worth a try...

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