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Date:      Sun, 5 Sep 1999 03:21:30 +0200 (CEST)
From:      Marc van Woerkom <van.woerkom@netcologne.de>
To:        hasty@rah.star-gate.com
Cc:        van.woerkom@netcologne.de, dfr@nlsystems.com, multimedia@FreeBSD.ORG
Subject:   Re: New 3D software available
Message-ID:  <199909050121.DAA13411@oranje.my.domain>
In-Reply-To: <199909042206.PAA88399@rah.star-gate.com> (message from Amancio Hasty on Sat, 04 Sep 1999 15:06:47 -0700)
References:   <199909042206.PAA88399@rah.star-gate.com>

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> 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.

I like the triangle demo most, due to the lighting effects.

One has to have a look at the sources to understand what keys are used.

That example source is pleasing to the eye as well, it seems to be a nice 
C++ API indeed.


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.


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. 
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/


Regards,
Marc






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