Date: Sun, 5 Sep 1999 09:52:02 +0100 (BST) From: Doug Rabson <dfr@nlsystems.com> To: Marc van Woerkom <van.woerkom@netcologne.de> Cc: hasty@rah.star-gate.com, multimedia@FreeBSD.ORG Subject: Re: New 3D software available Message-ID: <Pine.BSF.4.10.9909050946150.2081-100000@salmon.nlsystems.com> In-Reply-To: <199909050121.DAA13411@oranje.my.domain>
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On Sun, 5 Sep 1999, Marc van Woerkom wrote: > > Say how is the performance of hardware acceleration vs. software rendering? > > A quick test with a second xserver in 32 bpp mode (the glx driver accelerates > only for 15 and 16 bpp modes and I was too lazy to save my existing X sessions) > using > > startx -- :1 -bpp 32 > > ran the teapot demo at least 6 times slower. Quite a difference. > (and this with Mesa 3.0, unoptimized RIVA drivers and present non-DRI glx) > > > Some general remarks: > > All QDraw demos except 'varray' (nothing seems to happen) run fine, alas > they don't resize if I maximize the window. > Maybe they don't get the event. varray is just a test of vertex allocation - it doesn't produce anything visual. The resize events for X are somewhat broken at the moment but should be fixed in the next alpha. > > I like the triangle demo most, due to the lighting effects. That was the first QDraw program :-). It has changed a bit since then and now sports vertex colors and a specular texture map. > > One has to have a look at the sources to understand what keys are used. True. There are some notes in the README. We will probable put a README in each sample directory. > > That example source is pleasing to the eye as well, it seems to be a nice > C++ API indeed. I think so :-) > > > As my NT box at work has been UNIX-ified with Cygwin long ago, and a > Matrox G200 is present, I will definitly give it a try under NT as well. On NT4, the OpenGL driver works quite well although I'm not sure of the quality of the G200 GL drivers. The best platform is probable win2k RC1 with the DX driver. > > > The crazy idea that haunted me was to abuse QDraw for getting DirectX stuff > working under X11. A DirectX to QDraw bridge might be easier to realize than > a DirectX to OpenGL one. That would be funny. Its not quite possible at the moment as we don't support all the rendering states (depth buffer enable etc) at the api level. This will be improved shortly as we flesh out the Shader api. > But it seems that the Wine folks already do some DirectX to Mesa mapping: > > http://www.winehq.com/source/graphics/ > > > It seems to run a lot of games already, according to this link: > > http://www.linuxgames.com/wine/ Interesting. What do they support as a rendering backend? Glide only or Mesa too? -- Doug Rabson Mail: dfr@nlsystems.com Nonlinear Systems Ltd. Phone: +44 181 442 9037 To Unsubscribe: send mail to majordomo@FreeBSD.org with "unsubscribe freebsd-multimedia" in the body of the message
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