While I was reading the Utah-GLX mailing list, an issue with Virge chipset caught my eye. After checking the workaround with 5.52 ICD, it proved correct.
The rainbow texturing bug that has plagued GLQuake/GLQW (and Quake 2 for some users) is connected to the ICD alpha blending. It seems that the ICD has a bug in it and using an undocumented workaround in GLQuake/GLQW originally meant for Permedia chipset will remove those rainbows and produce correct texture lighting.
I hope that this founding will give the necessary information to Matrox ICD developers to produce a true fix to this issue.
To activate the workaround, add -lm_4 parameter to the GLQuake/GLQW command line.
And here's the original articles about this issue, <a href="http://lists.sourceforge.net/pipermail/utah-glx-dev/2000-February/001114.html">the first one is the problem definition</a> and
<a href="http://lists.sourceforge.net/pipermail/utah-glx-dev/2000-February/001135.html">the second one is the workaround</a>.
.Tumu, not resting until it's fixed..
The rainbow texturing bug that has plagued GLQuake/GLQW (and Quake 2 for some users) is connected to the ICD alpha blending. It seems that the ICD has a bug in it and using an undocumented workaround in GLQuake/GLQW originally meant for Permedia chipset will remove those rainbows and produce correct texture lighting.
I hope that this founding will give the necessary information to Matrox ICD developers to produce a true fix to this issue.
To activate the workaround, add -lm_4 parameter to the GLQuake/GLQW command line.
And here's the original articles about this issue, <a href="http://lists.sourceforge.net/pipermail/utah-glx-dev/2000-February/001114.html">the first one is the problem definition</a> and
<a href="http://lists.sourceforge.net/pipermail/utah-glx-dev/2000-February/001135.html">the second one is the workaround</a>.
.Tumu, not resting until it's fixed..