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Re: système figé



Steve a écrit :

alors vas voir dans /var/log/XFree86.log aussi.


ras là encore si ce n'est :

(WW) Open APM failed (/dev/apm_bios) (No such file or directory)

pas grave

et

drmOpenDevice: node name is /dev/dri/card0
drmOpenDevice: open result is -1, (Unknown error 999)
drmOpenDevice: open result is -1, (Unknown error 999)
drmOpenDevice: Open failed
drmOpenDevice: minor is 0


ça c'est intéressant: c'est le dri (3d accélérée) qui ne se charge pas.


essaies un

dpkg-reconfigure xserver-xfree86

et regarde pour le dri.

Ok c'est fait mais je n'ai pas eu vraiment d'autre choix pour le dri que de l'activer ou pas...

Ceci dit quelque chose m'étonne : le dri est bien activé :

:~$ glxinfo
name of display: :0.0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.2
server glx extensions:
   GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context
client glx vendor string: SGI
client glx version string: 1.2
client glx extensions:
   GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context
GLX extensions:
   GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context
OpenGL vendor string: VA Linux Systems Inc.
OpenGL renderer string: Mesa DRI G400 20020221 AGP 1x x86/MMX/3DNow!
OpenGL version string: 1.2 Mesa 4.0.4
OpenGL extensions:
   GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_texture_compression,
   GL_ARB_texture_env_add, GL_ARB_transpose_matrix, GL_EXT_abgr,
   GL_EXT_bgra, GL_EXT_clip_volume_hint, GL_EXT_compiled_vertex_array,
   GL_EXT_packed_pixels, GL_EXT_polygon_offset, GL_EXT_rescale_normal,
   GL_EXT_texture3D, GL_EXT_texture_env_add, GL_EXT_texture_object,
   GL_EXT_vertex_array, GL_IBM_rasterpos_clip, GL_MESA_window_pos,
   GL_NV_texgen_reflection, GL_SGIS_generate_mipmap
glu version: 1.3
glu extensions:
   GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess

  visual  x  bf lv rg d st colorbuffer ax dp st accumbuffer  ms  cav
id dep cl sp sz l  ci b ro  r  g  b  a bf th cl  r  g  b  a ns b eat
----------------------------------------------------------------------
0x23 24 tc  1 24  0 r  y  .  8  8  8  0  0  0  0  0  0  0  0  0 0 None
0x24 24 tc  1 24  0 r  .  .  8  8  8  0  0  0  0  0  0  0  0  0 0 None
0x25 24 tc  1 24  0 r  y  .  8  8  8  0  0 24  8  0  0  0  0  0 0 None
0x26 24 tc  1 24  0 r  .  .  8  8  8  0  0 24  8  0  0  0  0  0 0 None
0x27 24 tc  1 24  0 r  y  .  8  8  8  0  0  0  0 16 16 16  0  0 0 Slow
0x28 24 tc  1 24  0 r  .  .  8  8  8  0  0  0  0 16 16 16  0  0 0 Slow
0x29 24 tc  1 24  0 r  y  .  8  8  8  0  0 24  8 16 16 16  0  0 0 Slow
0x2a 24 tc  1 24  0 r  .  .  8  8  8  0  0 24  8 16 16 16  0  0 0 Slow
0x2b 24 dc  1 24  0 r  y  .  8  8  8  0  0  0  0  0  0  0  0  0 0 None
0x2c 24 dc  1 24  0 r  .  .  8  8  8  0  0  0  0  0  0  0  0  0 0 None
0x2d 24 dc  1 24  0 r  y  .  8  8  8  0  0 24  8  0  0  0  0  0 0 None
0x2e 24 dc  1 24  0 r  .  .  8  8  8  0  0 24  8  0  0  0  0  0 0 None
0x2f 24 dc  1 24  0 r  y  .  8  8  8  0  0  0  0 16 16 16  0  0 0 Slow
0x30 24 dc  1 24  0 r  .  .  8  8  8  0  0  0  0 16 16 16  0  0 0 Slow
0x31 24 dc  1 24  0 r  y  .  8  8  8  0  0 24  8 16 16 16  0  0 0 Slow
0x32 24 dc  1 24  0 r  .  .  8  8  8  0  0 24  8 16 16 16  0  0 0 Slow

Oui mais :

:~$ glxgears
1396 frames in 5.0 seconds = 279.200 FPS
1703 frames in 5.0 seconds = 340.600 FPS
1679 frames in 5.0 seconds = 335.800 FPS
1704 frames in 5.0 seconds = 340.800 FPS
1490 frames in 5.0 seconds = 298.000 FPS
1792 frames in 5.0 seconds = 358.400 FPS
1793 frames in 5.0 seconds = 358.600 FPS
1777 frames in 5.0 seconds = 355.400 FPS
1659 frames in 5.0 seconds = 331.800 FPS
611 frames in 5.0 seconds = 122.200 FPS
365 frames in 5.0 seconds = 73.000 FPS
229 frames in 5.0 seconds = 45.800 FPS
136 frames in 5.0 seconds = 27.200 FPS
774 frames in 5.0 seconds = 154.800 FPS
1732 frames in 5.0 seconds = 346.400 FPS


Je ne crois pas me tromper en disant que ces valeurs sont parfaitement minables... ? Les plus basses correspondent au moment ou j'ai déplacé la fenètres de l'animation.

Qu'est-ce que tu en penses ?

Stéphane







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