https://bugs.freedesktop.org/show_bug.cgi?id=61412
--- Comment #6 from James Ogden ---
(In reply to comment #5)
> I did read it. But alpha blended texturing would also do the job that
> glBitmap does, and is just fine with fixed function GL.
You clearly DID NOT read it:
> The people who play th
https://bugs.freedesktop.org/show_bug.cgi?id=61412
--- Comment #5 from Eric Anholt ---
I did read it. But alpha blended texturing would also do the job that glBitmap
does, and is just fine with fixed function GL.
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https://bugs.freedesktop.org/show_bug.cgi?id=61412
--- Comment #4 from James Ogden ---
(In reply to comment #3)
> Please, please, please don't use display lists, and don't use bitmaps.
> Display lists are basically nvidia-only for performance, so it's a bad route
> to go. Use normal texturing a
https://bugs.freedesktop.org/show_bug.cgi?id=61412
--- Comment #3 from Eric Anholt ---
Please, please, please don't use display lists, and don't use bitmaps. Display
lists are basically nvidia-only for performance, so it's a bad route to go.
Use normal texturing and "discard" instructions to re
https://bugs.freedesktop.org/show_bug.cgi?id=61412
--- Comment #2 from Kenneth Graunke ---
Yeah, I think we're relying on the meta path for glBitmap in many cases. We're
probably hitting software rasterization.
Still, 120 fps -> 8 fps is clearly not reasonable.
What generation of Intel hardwar
https://bugs.freedesktop.org/show_bug.cgi?id=61412
--- Comment #1 from Brian Paul ---
glBitmap, not glCallLists, is probably the real issue. It might be helpful to
see the "OpenGL renderer string" from glxinfo to identify the GPU. I suspect
the i965 driver needs some sort of glBitmap caching me