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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