Hello there,
  I have just finished parrallelisation of Mesa vertex transformation and 
found that as the Vertex buffer is quite small (~100 verticies to the nearest 
order of magnitude) twhen using SMP vertex transformation you get no 
noticable performance gain because of the parrallelisation overhead. If the 
vertex buffer was larger ~1000 parrallelisation would be advantagous.
Im now writing an interface layer that passes all ogl routine calls to 
another thread, there by running OGL on one thread and the client on another.
This should improve performance on Q3A and other games like that.

The other thing that got me thinking was this: I went the the ideal home 
exhibition in London over the w/e and got sight of the new I-macs; they 
aparently don't use vesa drivers for thier desktop, but use the 3D engine 
instead. This got me thinking about the console DRI port that some-one has 
already done. If you can get DRI to run from the console, would it be 
possible to write and X driver using OGL/DRI (I know that this may defeat the 
idea of DRI, but then again it may not....). Have people like Keith, Brian 
and Daryll got any idea if it will run any faster/slower than vesa/svga 
drivers and if any 3-D like special effects would be easy to encorperate into 
the OGL X driver.

        Thanks for your time

                Andy

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