Re: [Flightgear-devel] Tiled panel progress
From: Alex Perry [EMAIL PROTECTED] 8MB + AGP in a RagePro chipset UTAH-Glx ? I wonder how you would get RagePro running with plain XFree86/DRI ? Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Tiled panel progress
Martin asks: From: Alex Perry [EMAIL PROTECTED] 8MB + AGP in a RagePro chipset UTAH-Glx? I wonder how you would get RagePro running with plain XFree86/DRI? My understanding is that you have two choices: (1) port the existing utah driver to DRI ... on your own, or (2) use software rendering. Last I looked, the DRI people had zero intention of supporting RagePro at any level comparable to the capabilities of Utah's 3D performance. This may have changed, of course, since I don't track their mailing lists. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Tiled panel progress
Martin Spott [EMAIL PROTECTED] said: From: Alex Perry [EMAIL PROTECTED] 8MB + AGP in a RagePro chipset UTAH-Glx ? I wonder how you would get RagePro running with plain XFree86/DRI ? Martin. -- Unix _IS_ user friendly - it's just selective about who its friends ar This could be tight. Right now I'm using 256x256 textures. This could be reduced but would require a different approach. In any case you're looking at probably 2-3mb in texture memory over and above what is used now at 16bpp. Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Tiled panel progress
http://www.spiderbark.com/fgfs/c172r-tiled-panel.png http://www.spiderbark.com/fgfs/c310-tiled-panel.png Very nice. Do you do enough texture re-use that it'll run well on low-texture-memory machines ? I'm doing a demo on Wednesday 8-) Other than that, you need some mini texture fragments with fingerprints, scratches and other dings. It looks too neat and clean the way it is. I really like the way that the cowling looks now, especially the corner. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Tiled panel progress
Alex Perry [EMAIL PROTECTED] said: http://www.spiderbark.com/fgfs/c172r-tiled-panel.png http://www.spiderbark.com/fgfs/c310-tiled-panel.png Very nice. Do you do enough texture re-use that it'll run well on low-texture-memory machines ? I'm doing a demo on Wednesday 8-) Other than that, you need some mini texture fragments with fingerprints, scratches and other dings. It looks too neat and clean the way it is. I really like the way that the cowling looks now, especially the corner. Some reuse. I'm running a 16mb Voodoo3 3000. What will you be using? If you run into trouble try taking the right side textures out. They are normally hidden unless you scroll over there. Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Tiled panel progress
Some reuse. I'm running a 16mb Voodoo3 3000. What will you be using? 8MB + AGP in a RagePro chipset ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel