PlaneShift
Support => Linux Specific Issues => Topic started by: hramrach on November 18, 2008, 10:46:58 pm
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Compressed textures do not work correctly with Intel driver (i945G card) on Linux. Mesa 6.5 is blacklisted but mesa 7.0 (in recent Xorg like 1.4) is not. So you will see the white rectangles instead of inventory items.
You can blacklist it:
--- data/config-plugins/gldrivers.xml (revision 31585)
+++ data/config-plugins/gldrivers.xml (working copy)
@@ -693,11 +693,15 @@
* 2006-11-24: S3TC support in Intel DRI (at least in Mesa 6.5.1) is
broken. Since S3TC may also be used through generic
compression formats, disable TC completely.
+ * 2008-11-18: Still broken on 7.0.4
-->
<rule description="Intel DRI: Disable texture compression">
<conditions>
<regexp string="renderer" pattern="Mesa.*Intel" />
- <regexp string="glversion" pattern="Mesa 6\.5\.." />
+ <conditions fulfill="one">
+ <regexp string="glversion" pattern="Mesa 6\.5\.." />
+ <regexp string="glversion" pattern="Mesa 7\.0\.." />
+ </conditions>
</conditions>
<applicable>
<usecfg>disableTC</usecfg>
ARB_fragment_program is also broken on Intel, and correctly blacklisted in CS. The CS walktest is broken when it is enabled.
However, when it is disabled much stuff in PS is very black - insides of buildings, the landscape outside of cities, building shadows. In contrast, removable objects and characters remain very bright. Reenabling ARB_fragment_program causes PS to run very slow but you can see in the outside lansdcape and in dark places.
--- data/config-plugins/gldrivers.xml (revision 31585)
+++ data/config-plugins/gldrivers.xml (working copy)
@@ -730,7 +734,7 @@
<regexp string="renderer" pattern="Mesa.*Intel" />
<conditions fulfill="one">
<regexp string="glversion" pattern="Mesa 6\.5\.." />
- <regexp string="glversion" pattern="Mesa 7\.0\.." />
+ <!--regexp string="glversion" pattern="Mesa 7\.0\.." /-->
</conditions>
</conditions>
<applicable>
You can speed up PS by downsampling textures.
1/1 - unusable, uncompressed textures do not fit into memory
1/2 - slow
1/16 - very ugly. Reasonably fast outside and in simple non-crowded parts of cities. Complex areas are somewhat slower - like if you see too much of DR at once.
You could possibly also gain speed by decreasing rendered distance pref somewhere or disabling shadows but I did not see any difference wrt shadows when I tried.
It looks PS would really benefit from distant object simplification like OGRE has but it's based on CS so I guess it's not gonna happen.
Intel does not do multisampling so no point in trying to turn it on.
Newer cards like GMA3000 (G33 and such) and higher should perform faster but i have no idea if the functionality problems are resolved. They might be hardware limitations (the multisampling likely is) or driver problem (most likely the textures).
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we also have http://hydlaa.com/smf/index.php?topic=32288.0 that was written up a while ago.