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gnupooh

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About gnupooh

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  1. No, it claims to have 64MB of dedicated memory for card. I'm not trying to blame EL, I'd just like to figure out a simple test case that causes the problems.
  2. OK I've report this once before, but I've got screen shots this time! Note the bookcase is transparent in the front in the first one and the wooden cone that shouldn't be there in the second. http://www.gnupooh.org/pdstrg1.png http://www.gnupooh.org/pdstrg2.png It flickers quickly between these messed up rendered versions and the correct scene so I had to time these screen shots just right. However, it's totally annoying to try to play on the laptop in question. Note: I'm using the latest ATI propritary driver, version 3.9.0, not the XFree86 or X.org version. I've gotten the CVS version and disabled all the GL extension to see if it makes any difference, it doesn't effect the problem. I've tried different resolutions and all the different settings including poor man and nothing helps. I actually get about 45 fps, so performance is not an issue. I should also note that if I don't turn off shadows the game will crash immediately at line 118 in shadows.c where it calls glDrawArrays. It gets a traceback of thousands of recursive calls to a function "s8066" in the ATI driver, which I'm guessing refers to GL_TEXTURE_PRIORITY, which shares the same ID number of 8066. At this point it seems really easy to blame the driver, but the problem doesn't occur on any other 3D titles I've tried. So at the very least EL is doing something different. I'd love to play with the source and comment out certain sections to see if it helps, but I've done that some, I haven't found anything that really affects the problem. So if you have any suggestions about where to look. I'd appreciate it. BTW, the chip in question is a "MOBILITY RADEON 9000 DDR Generic" Thanks, Rick (aka GnuPooh)
  3. I enjoy a great picture with no problems using either of NVidia based machines, however, my laptop has a ATI 9000 chip in it and I have some rather nasty image problems. It's as though a transform or a some culling isn't happing correctly. When I get near some trees it flashes various strange shapes of green leaves. When I get near a flower bed I'll get a flashing of all different kinds of flowers. Perhaps, it's that the driver thinks the chip has more memory than it really does so it's overwritting it's own memory between textures and framebuffer. That's what it looks like, textures going straight to the framebuffer. Maybe it doesn't have enough video memory to play el correctly. Anyway, I'd love to say it's just a ATI driver problem, but I've never seen it do this w/ any other program. I'd be more than happen to debug this if anyone is interested. I'll even send money if that will help. Thanks, Rick (aka GnuPooh)
  4. auto clicker for harvesting

    Here's the minimal program for doing auto clicking under X-windows for the Linux client. You may have to play with the sleep time (it's in seconds), there's also a usleep() function in C if you want to get precise. /* Compile with: cc click.c -o click -L/usr/X11R6/lib -lX11 -lXtst */ #include <X11/extensions/XTest.h> int main () { Display *D = XOpenDisplay (NULL); while (1) { XTestGrabControl (D, True ); XTestFakeButtonEvent (D, Button1, True, CurrentTime); XTestFakeButtonEvent (D, Button1, False, CurrentTime); XFlush(D); sleep (1); } }
  5. I'm trying to run el on Fedora 1.0 Linux using the ATI fglrx-4.3.0-3.7.6 driver. It crashes as soon as you log in. When I run it with gdb there's more than 10,000 calls of the function s8066 in /usr/X11R6/lib/modules/dri/fglrx_dri.so calling itself. Obviously, it's releated to a bug in the ATI driver where a function that calls itself can get into a infinite recursion. Anyway, the driver DOES work with many other games and 3D applications, so is releated to something different that EL is doing. Has anyone else seen this behavior? Is there any "test" code I run to try to isolate the problem? Thanks, Rick Niles (aka GnuPooh)
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