Displaying 5 results from an estimated 5 matches for "glcalllist".
2011 Sep 25
1
Trying to wine starcraft 2
...rocAddress func: 'glArrayElement'
trace:wgl:wglGetProcAddress func: 'glBegin'
trace:wgl:wglGetProcAddress func: 'glBindTexture'
trace:wgl:wglGetProcAddress func: 'glBitmap'
trace:wgl:wglGetProcAddress func: 'glBlendFunc'
trace:wgl:wglGetProcAddress func: 'glCallList'
trace:wgl:wglGetProcAddress func: 'glCallLists'
trace:wgl:wglGetProcAddress func: 'glClear'
:
Regards Zalle
2009 Dec 17
1
Question about nv40_draw_array
...x/libs/mesa/src/mesa/main/dlist.c:6438
#4 0x985f1871 in _mesa_CallList (list=1) at
/data/deadwood/AROS/AROS/contrib/gfx/libs/mesa/src/mesa/main/dlist.c:7622
#5 0x98657b4b in neutral_CallList (i=1) at
/data/deadwood/AROS/AROS/contrib/gfx/libs/mesa/src/mesa/main/vtxfmt_tmp.h:298
#6 0x9853e65a in glCallList (list=1) at
/data/deadwood/AROS/AROS/contrib/gfx/libs/mesa/src/mesa/glapi/glapitemp.h:95
at this point nv40->vtxbuf[0] contains a vertex buffer that was
previously used to store a compiled call list.
My question is: how data from this buffer is being transfered to gfx
card/used by gfx card...
2009 Dec 17
0
No subject
...nager node (bo.mem.mm_node), so
> that the third buffer is Z,C (paired with not yet used offset of VRAM)
> then hardware rendering behaves correctly - but this will make card "run
> out" of memory as no memory manager nodes will be deallocated
> - when I switch the calls of glCallList into actual rendering code and
> disable invocation of glNewList/glEndList the hardware rendering also
> behaves correctly
>
> Any help is appreciated.
>
> Best regards,
> Krzysztof
>
> _______________________________________________
> Nouveau mailing list
> Nouve...
2013 Apr 03
3
[Bug 63051] New: Displist with multiple OpenGL contexts crashes.
...op.org/attachment.cgi?id=77349&action=edit
open this file in blender2.66a, Press '1' key, to crash.
This is a bug we had reported in blender (3d modeling application).
But which I tracked down to being a crash in:
/usr/lib/xorg/modules/dri/nouveau_dri.so
The crash is caused by calling glCallList() when there are multiple windows
sharing the same opengl context.
(single window doesn't crash for example and removing use of display-lists in
the code also works).
I did some more tests and using Mesa-SoftwareGL doesn't crash, using NVidia
closed-source drivers.
Attached blend file to...
2009 Dec 28
3
Synchronization mostly missing?
It seems that Noveau is assuming that once the FIFO pointer is past a
command, that command has finished executing, and all the buffers it
used are no longer needed.
However, this seems to be false at least on G71.
In particular, the card may not have even finished reading the input
vertex buffers when the pushbuffer "fence" triggers.
While Mesa does not reuse the buffer object itself,