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Subject: Re: DGA and tearing effects
On Sat, 27 Nov 2004, James Wright wrote:
My understanding is that flat panels do not scan a screen as a CRT
does, so there is no vertcial blank period to perform a page flip. They do
have a refresh rate of usually around 60Hz, but his is simply how
On Sun, 28 Nov 2004 [EMAIL PROTECTED] wrote:
The problem with this is my project targets older laptops, it's a engine
management system tuning suite and alot of these car guys have junk bin
laptops sitting in their cars (pentium class) with a wide array of graphic
chipsets and displays. I
Is XFree86 w/DGA the only way to achieve high performance direct
framebuffer rendering (page flipped) without any negative artifacts on
linux?
I'm using svgalib w/vesa right now for a strictly 8bpp project and the
only way I've managed to get fast (full) frame rates without tearing or
flickering
About a year ago I was using DGA for my games graphics library. I was told
by various people that using DGA was not the way to go. At first I thought this
was nonsense, as you can't get vsync using the more standard XPutImage method
(and get tearing). However, all changed when I bought a
On Sat, 2004-11-27 at 16:40 +, James Wright wrote:
About a year ago I was using DGA for my games graphics library. I
was told by various people that using DGA was not the way to go. At
first I thought this was nonsense, as you can't get vsync using the
more standard XPutImage method
In my opinion, direct framebuffer rendering is passe. My
recommendation is to render into system memory, use glDrawPixels
to copy to a GLXDrawable's back buffer and then use glXSwapBuffers
to display the buffer. At least with NVIDIA's binary drivers
this should be faster than direct
On Sat, 27 Nov 2004, James Wright wrote:
My understanding is that flat panels do not scan a screen as a CRT does,
so there is no vertcial blank period to perform a page flip. They do have a
refresh rate of usually around 60Hz, but his is simply how aften the pixels
are able to switch
. Applied Physics,
UPLB
-Original Message-
From: Mark Vojkovich [mailto:[EMAIL PROTECTED]
Sent: Sunday, November 28, 2004 6:23 AM
To: [EMAIL PROTECTED]
Subject: Re: DGA and tearing effects
On Sat, 27 Nov 2004, James Wright wrote:
My understanding is that flat panels do not scan a screen
The problem with this is my project targets older laptops, it's a engine
management system tuning suite and alot of these car guys have junk bin
laptops sitting in their cars (pentium class) with a wide array of graphic
chipsets and displays. I don't think anyone will be using a accelerated
glx
Message-
From: Mark Vojkovich [mailto:[EMAIL PROTECTED]
Sent: Friday, November 26, 2004 7:51 AM
To: [EMAIL PROTECTED]
Subject: Re: DGA and tearing effects
Some OpenGL drivers can do vblank synced flips (NVIDIA's can).
glDrawPixels + glXSwapBuffers should be faster than a DGA implementation.
Even
:58 PM
To: [EMAIL PROTECTED]
Subject: RE: DGA and tearing effects
We're using an AMD gx2 geode processor for our embedded project. I've modified
the code in order to sync the framebuffer copying with the vertical refresh.
void CAM_APP::DisplayImage_NoPartial(unsigned char* offset)
{
register
What mechanism are you using to sync to vertical retrace?
Also, the for loop you provide is not going to be very fast code
for copying the buffer, at least not in my experiences. Try using
something like memcpy() for the bulk of the copying, perhaps a memcpy()
invocation per horizontal line.
If you want tearless rendering you should be flipping. Ie. render
to a non displayed portion of the framebuffer, then call XDGASetViewport
to display it after the copy is finished. See the DGA test apps at
http://www.xfree86.org/~mvojkovi/, specifically texture.tar.gz.
If the texture and
Isn't DGA mode being phased out? I been using XPutImage and the XVidMode
extension to provide fullscreen instead. Only problem being you have no control
over when the image is actually copied to the display, so tearing results,
unless someone else here would like to enlighten me...
On
Hi guys! We're developing a DGA program that render full screen at 1280x1024 16
bpp 15fps the video image read from a sony camera, but we're experiencing
tearing artifacts during rendering. This is a part of the code that copies the
data to the frame buffer:
void
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