Around 0 o'clock on Feb 28, Thomas Winischhofer wrote:
The hardware I am dealing with does not support ARGB textures (at least not in 2D level, and I don't want to mess with DRI), but "alpha blended bit blits".
Using the '3D' hardware needn't entail dealing with DRI. The MGA driver does precisely that for Render acceleration.
Alright. That should be possible.
Can anyone explain to me what exactly (in the words of common 3D language) the mga driver does? The register setup is totally uncommented in the driver code.
I went through my docs for the 3D registers for the hardware I am dealing with (SiS 300 series) and I saw no sort of "command" for just applying a texture mapping or anything similar. I can only define vertices for drawing primitives like triangle, line and point - which is rather complicated, partly because all coordinates are in floating point format. Furtherly, I can define textures (and Z buffers and alpha settings and a lot of other stuff). But it seems the texture mapping is done based on the results of the setup engine (which does the drawing primitives) in the transformation phase. I saw no command for doing a simple transformation without firing the setup engine (ie issueing a drawing primitive) before. Sorry if that sounds rookie-like - fact is I am a rookie on the area of 3D programming.
Is there any 3D expert around who could give me a hint? Docs can be provided on request.
The difference being: While ARGB textures contain an alpha value for each pixel, the "alpha blended bit blits" render with a static alpha value for all of the bitmap data.
It might be of some use; applications can specify this operation through Render with a single-pixel tiled 'mask' operand to composite, but it won't speed up text or geometric operations at all.
As Mark pointed out I will save the code I already wrote for features like translucent windows.
Thomas
-- Thomas Winischhofer Vienna/Austria mailto:[EMAIL PROTECTED] *** http://www.winischhofer.net
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