El Mar 23 Oct 2001 06:17, Leif Delgass escribió:
> On Tue, 23 Oct 2001, Malte Cornils wrote:
>
> [snip]
>
> > gltron does 5-15 on mach64, 5-15 on plain mesa, too; although it
> > subjectively seems to be a bit jerkier. Anyway, with the old Utah code
> > I got more (at least 20fps, but on a K6-2 333) but that has time. I'm
> > more concerned about glxgears: in software mode, it shows the three
> > gears moving; in hardware mode, it just shows a huge close-up of the
> > red one moving. Strange, since gltron looks almost equivalent under
> > both modes, with hardware having a bit better texture filtering IMHO.
> > BTW, why does mach64 module insertion fail when agpgart isn't
> > installed if it doesn't use any features from AGP?

This is an interesting problem. How are other drivers dealing with this? I
suppose that the mach64 driver only should try to load the agpgart when the
card is agp based. I'm trying to see how could this be made.


> OpenGL Info: 'Gareth Hughes'
> Mesa DRI Mach64 20001218 [Rage Pro] x86 - 1.2 Mesa 3.4.2
>
> I tried gltron 0.59, and with alpha blending off (there seems to be a
> problem here -- with it on you can't see most of the cycles/trails), I'm
> getting ~25-30 fps average on my 400MHz PII laptop at 640x480 windowed,
> 16bpp, whereas with software I get about 2 fps (even the menus are
> horribly slow).  Also, what bit depth are you using?  16 works for me much
> better than 24 (which can only do 800x600 with DRI for me).  At 24bpp I
> get overlapping screens (buffer clear problem?) and a strange 'silkscreen'
> kind of effect on some textures.  At 16bpp I also have texture problems in
> q3demo (I see white walls/floors, no textures but damage textures from
> weapons show up over the white) and the above mentioned problem with alpha
> blending.
> Mesa DRI Mach64 20001218 [Rage Pro] x86 - 1.2 Mesa 3.4.2
>
> I tried gltron 0.59, and with alpha blending off (there seems to be a
> problem here -- with it on you can't see most of the cycles/trails), I'm
> getting ~25-30 fps average on my 400MHz PII laptop at 640x480 windowed,
> 16bpp, whereas with software I get about 2 fps (even the menus are
> horribly slow).  Also, what bit depth are you using?  16 works for me much
> better than 24 (which can only do 800x600 with DRI for me).  At 24bpp I
> get overlapping screens (buffer clear problem?) and a strange 'silkscreen'
> kind of effect on some textures.  At 16bpp I also have texture problems in
> q3demo (I see white walls/floors, no textures but damage textures from
> weapons show up over the white) and the above mentioned problem with alpha
> blending.

I have no one of the OpenGL demos installed but gears. I'll try to compile
them to compare your results.

Anyway, what I'm impatient to see is the results with the DMA working. Frank,
when do you think you'll have time to start this work? I've been looking at
the mga and the i810 driver, but I'm not seeing it clear. In the UTAH-GLX
driver there were two dma buffers, true? Should we use a freelist in the DRI
driver for the mach64? When should the DMA buffers be sent to the hardware?
Could different clients have different DMA buffers simultaneously?

Is the mga a good example to start to look at? Is the card similar to the
mach64?

Another WORK TO DO, is to allow 2D accelerated rendering and 3D at the same
time (actually the 2D acceleration is disabled in the driver). Why must it be
disabled now? What should be done to fix this?

As you can see, I'm a see of doubts.

Best regards.

--
Manuel Teira

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