I've compiled crystalspace from CVS in Linux. I have a radeon 9200 256 Megs.
A lot of 3D aplications render ok but crystalspace 3D says "indirect rendering".
My output for './isotest -verbose=-scf' is:
VFS_NOTIFY: loaded configuration file: /mnt/bicholinux/home/edi/games/planeshift/crystalspace-cvs/CS/./vfs.cfg
VFS_NOTIFY: merged configuration file: /home/edi/bledi/games/cs/vfs.cfg
NOTIFY: Could not get sound loader
NOTIFY: Could not get sound driver
NOTIFY: Could not get model converter
NOTIFY: Could not get model crossbuilder
crystalspace.graphics3d.opengl:
Texture LOD bias -0.3
crystalspace.canvas.glx2d:
Opening GLX2D
Creating Context
Video driver GL/X version (indirect renderer)
Indirect rendering may indicate a flawed OpenGL setup if you run on a local
X server.
Visual ID: 27, 16bit TrueColor
R5:G6:B5:A0,
level 0, double buffered
crystalspace.canvas.openglcommon:
OpenGL renderer: Mesa GLX Indirect (vendor: Mesa project: www.mesa3d.org)
version 1.2 (1.5 Mesa 6.2.1)
Using windowed mode at resolution 640x480.
Pixel format: Color: 16 Alpha: 0 Depth: 16 Stencil: 0 AccumColor: 16
AccumAlpha: 0 MultiSamples: 0
WARNING! Crystal Space performs better in 24 or 32 bit display mode!
crystalspace.canvas.opengl.extmgr:
GL Extension 'GL_ARB_multitexture' found and used.
GL Extension 'GL_ARB_texture_env_combine' found and used.
GL Extension 'GL_ARB_multisample' not found.
crystalspace.canvas.openglcommon.fontcache:
Text drawing method: Multitexturing
crystalspace.canvas.opengl.extmgr:
GL Extension 'GL_version_1_2' found and used.
GL Extension 'GL_ARB_texture_cube_map' found and used.
GL Extension 'GL_EXT_texture3D' found and used.
GL Extension 'GL_ARB_vertex_buffer_object' not found.
GL Extension 'GL_SGIS_generate_mipmap' found and used.
GL Extension 'GL_EXT_texture_filter_anisotropic' not found.
GL Extension 'GL_EXT_texture_lod_bias' found and used.
GL Extension 'GL_EXT_stencil_wrap' found and used.
GL Extension 'GL_EXT_stencil_two_side' found and used.
GL Extension 'GL_ARB_point_parameters' found and used.
GL Extension 'GL_ARB_point_sprite' found and used.
GL Extension 'GL_ATI_separate_stencil' not found.
crystalspace.graphics3d.opengl:
Maximum texture size is 2048x2048
Point sprites are supported.
VBO is NOT supported.
Stencil clipping is not available
Clearing Z buffer when stencil clear is needed enabled
crystalspace.graphics3d.shadermgr:
Loaded compiler plugin crystalspace.graphics3d.shadercompiler.xmlshader,
compiler: XMLShader
crystalspace.canvas.opengl.extmgr:
GL Extension 'GL_ARB_texture_compression' not found.
crystalspace.graphics3d.shadercompiler.xmlshader:
Shader std_lighting: 8 variations
Shader std_lighting_portal: unvarying
crystalspace.mesh.object.thing:
Lightmap quality=3
Lightmapping enabled=1
crystalspace.renderloop.step.shadow.stencil:
Renderer does not support stencil shadows
crystalspace.graphics3d.shadercompiler.xmlshader:
Shader ambient: unvarying
Shader light: unvarying
crystalspace.engine.notify:
Lightmaps are not up to date (no 'lm_precalc_info' found in cache).
Recalculation of lightmaps forced.
Initializing lighting (25 meshes).
Shining lights (1 lights).
Doing light 0
Time taken: 0.0610 seconds.
crystalspace.canvas.opengl.extmgr:
GL Extension 'GL_ARB_texture_env_dot3' found and used.
crystalspace.graphics3d.shader.fixed:
Multitexture units: whopping 8
crystalspace.graphics3d.shadercompiler.xmlshader:
Shader 'ambient': Technique with priority 50 succeeds!
crystalspace.canvas.opengl.extmgr:
GL Extension 'GL_ARB_vertex_program' not found.
GL Extension 'GL_ARB_fragment_program' not found.
crystalspace.graphics3d.shadercompiler.xmlshader:
Shader 'light': Technique with priority 200 fails. Reason: vertex program
failed to load.
Shader 'light': Technique with priority 150 fails. Reason: vertex program
failed to load.
Shader 'light': Technique with priority 100 fails. Reason: vertex program
failed to load.
Shader 'light': Technique with priority 50 succeeds!
The problem seems to be related to an incorrect 'desired_attributes []' in glxChooseVisual: plugins/video/canvas/openglx/glx2d.cpp (see line 234 for the struct and line 251 for function call).
I have been looking at the code of bzflag (that runs ok for me) and the function calls are similar, but the attributes are chosen from glx_ calls (but crystalspace specifies attributes in this vector).
I do not know almost anything of GL programming so I can not tell you more detailed info and I could not solve the problem.
I have to insist that my 3D infraestructure direct renders in almost all 3D games I have tested (unless america's army and unreal tournament 2004 and some other nVidia optimised ones).
I use DRI from snapshots in dri.sf.net but I have tested it from kernel's DRI and DRM.
With fglrx driver CS does not work too.
My system is Gentoo but I have tested this problem in Debian too.
Please, can you help me?
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woodyst.