Re: DGA and tearing effects

2004-11-28 Thread James Wright
] 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

Re: DGA and tearing effects

2004-11-28 Thread Mark Vojkovich
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

Re: DGA and tearing effects

2004-11-27 Thread swivel
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

Re: DGA and tearing effects

2004-11-27 Thread James Wright
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

Re: DGA and tearing effects

2004-11-27 Thread Michel Dänzer
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

Re: DGA and tearing effects

2004-11-27 Thread Mark Vojkovich
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

Re: DGA and tearing effects

2004-11-27 Thread Mark Vojkovich
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

RE: DGA and tearing effects

2004-11-27 Thread Eugene Farinas
. 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

Re: DGA and tearing effects

2004-11-27 Thread swivel
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

RE: DGA and tearing effects

2004-11-26 Thread Eugene Farinas
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

RE: DGA and tearing effects

2004-11-26 Thread Eugene Farinas
: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

Re: DGA and tearing effects

2004-11-25 Thread swivel
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.

Re: DGA and tearing effects

2004-11-25 Thread Mark Vojkovich
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

Re: DGA and tearing effects

2004-11-25 Thread James Wright
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

DGA and tearing effects

2004-11-24 Thread Eugene Farinas
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