Re: vbo branch active again
Keith Whitwell <keith <at> tungstengraphics.com>
2007-02-01 15:19:08 GMT
Roland Scheidegger wrote:
> Keith Whitwell wrote:
>> Roland Scheidegger wrote:
>>> Roland Scheidegger wrote:
>>>> Didn't have time to look into this yet, but just retesting all the apps
>>>> I had trouble with vbo_0_1_branch some months ago showed that the quake3
>>>> intro screen is now fixed (with r200).
>>> To answer myself, I've fixed a couple of issues, doom3 now seems to run.
>>> As for ut2k3/2k4, those just show a bunch of mostly random triangles and
>>> eventually (immediately already at intro with sw tnl) segfault.
>>> Apparently caused by the index buffer rebasing
>>> (vbo_exec_DrawRangeElements), when setting the rebase to 0 and use start
>>> as the min_index parameter (i.e. following the suggestion in the
>>> comment) it works just fine. In fact, it appears faster than the non-vbo
>>> code, despite that the driver still doesn't implement real vbos, though
>>> I didn't run any benchmarks.
>>> Maybe the buffer rebasing should just be removed (it currently doesn't
>>> work with software mesa neither), or would it be worth fixing it?
>> Thanks for looking at this - are there any further problems you've
>> noticed along the way?
> No, basically everything seems to be working. I was a bit concerned with
> the limits when the split occurs, but that seems to work fine on r200
> (though probably not optimal since it's really a buffer size limit not a
> fixed vertex count limit for the driver currently). Not sure though what
> happens with large index counts (chances are there will be a split