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Direct rendering???
VO no longer works under Mesa. It aborts when I try to open it. Here's my openglerr.log:
visual x bf lv rg d st colorbuffer ax dp st accumbuffer ms cav
id dep cl sp sz l ci b ro r g b a bf th cl r g b a ns b eat
----------------------------------------------------------------------
0x2c 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 842030897 811558261 None
Warning: GLX context is not Direct.
shaders.cpp(2036): (null)
shaders.cpp(37) : glGetError() returned 'invalid enumerant'
That's REALLY ANNOYING! How am I supposed to get a quick fix in when I'm under Xgl? I really don't feel like starting a separate X server every time I want to play. I have enough horsepower that I got about 30fps at 1024x768 (everything maxed out) in Mesa. But now I can't even do that. Grr.
visual x bf lv rg d st colorbuffer ax dp st accumbuffer ms cav
id dep cl sp sz l ci b ro r g b a bf th cl r g b a ns b eat
----------------------------------------------------------------------
0x2c 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 842030897 811558261 None
Warning: GLX context is not Direct.
shaders.cpp(2036): (null)
shaders.cpp(37) : glGetError() returned 'invalid enumerant'
That's REALLY ANNOYING! How am I supposed to get a quick fix in when I'm under Xgl? I really don't feel like starting a separate X server every time I want to play. I have enough horsepower that I got about 30fps at 1024x768 (everything maxed out) in Mesa. But now I can't even do that. Grr.
Tis a borkation in teh XGL. Still seems to block direct rendering...
Yeah, but the problem is that VO used to work without direct rendering (fell back on software rendering, which is reasonably fast on my system). Now it doesn't.
mmm... "shaders.cpp" just sounds like shaders need to be turned off?