The attached patch comments this 1 line in r300_renderer.c:
FALLBACK_IF(ctx->Line.SmoothFlag); // GL_LINE_SMOOTH
the result of this is that if an application has requested anti-aliased lines,
which currently are not implemented in the r300 driver, the application gets
normal (not antialiased) lines instead of falling back to the software renderer.
This patch is needed to make googleearth and smc (http://www.secretmaryo.org/)
usable IMHO having none antialiased lines is way better then 2 fps.
The same could be argued for anti-aliased points (the line below this one), but
I haven't encountered any apps using this one yet.
Notice that this change was suggested by upstream and that upstream has even
concidered doing this themselves, they haven't however because they are planning
to fix this by actually implementing antialiased lines soon. In the mean time
however this is way way beter then 2 fps (or something around that speed).
Created attachment 134669 [details]
PATCH fixing the described problems
Ack! Totally forgot about merging this. Added in 6.5-25.*, thanks!
I just wanted to say you rock! Now I (and hopefully lots of others) can enjoy
good working opensource hw accel 3D out of the box, yeah!
Created attachment 135409 [details]
Improved version of the patch
As I was already afraid that would happen I've just encountered my first 2 apps
using GL_POINT_SMOOTH, causing once again 2-4 fps speeds. This is an updated
version of the patch adding the same workaround for points (iow draw them
aliased instead of SLOOOWWWWW) as the previous revision did for lines only.
Please replace the patch with this one, thanks!