[quake3] Broken GLX?

JoeHill joehill at sympatico.ca
Wed Nov 29 00:53:27 EST 2006

On Tue, 28 Nov 2006 22:35:10 -0500
LinuxManMikeC got an infinite number of monkeys to type out:

> How about crating a new user (thus a fresh home dir) and try running
> Quake as the new user.  That way you would know if it's some odd
> config hiding in your home directory that's causing the problems.

It was worth a shot, but still software mode only for textures. '***'s added
for comments:

...loading libGL.so.1:
Calling SDL_Init(SDL_INIT_VIDEO)...
SDL_Init(SDL_INIT_VIDEO) passed.
Initializing OpenGL display
...setting mode 6: 1024 768
Using 4/4/4 Color bits, 16 depth, 0 stencil display.

And I can tell ya, those look like 4 bit textures ;-) Looks like I'm playin'
ol' Halflife...

GL_RENDERER: unknown board/AGP/SSE2

Usually this says NVidia GeForce /AGP/SSE2/forceSW, (which sounds bad) but I'm
trying out some beta NVidia drivers for the moment. Doesn't make any diff :-(

Initializing OpenGL extensions
...ignoring GL_S3_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...ignoring GL_EXT_texture_filter_anisotropic

GL_RENDERER: unknown board/AGP/SSE2
GL_VERSION: 1.5.8 NVIDIA 96.25
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_imaging GL_ARB_multisample
GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object
GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects
GL_ARB_shading_language_100 GL_ARB_texture_border_clamp
GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix
GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader
GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra
GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements
GL_EXT_fog_coord GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object
GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color
GL_EXT_separate_specular_color GL_EXT_shadow_funcs
GL_EXT_shared_texture_palette GL_EXT_stencil_wrap GL_EXT_texture3D
GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias
GL_EXT_texture_object GL_EXT_timer_query GL_EXT_vertex_array
GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color
GL_NV_depth_clamp GL_NV_fence GL_NV_fog_distance GL_NV_light_max_exponent
GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil
GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_register_combiners
GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texture_shader
GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range
GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1
GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SGIS_texture_lod
GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_MAX_TEXTURE_SIZE:

PIXELFORMAT: color(16-bits) Z(16-bit) stencil(0-bits)
MODE: 6, 1024 x 768 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
rendering primitives: single glDrawElements
picmip: 0
texture bits: 32

...but I can tell ya, those ain't no 32 bit textures!

I just don't get why this is happening. Everything mesa is now removed from my
system, at least as far as I know (removed all packages by force, I'm willing
to try anything at this point).

Thanks for the suggestion!

JoeHill / RLU #282046
Farnsworth: Oh no! I should do something....but i am already in my pajamas.

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