On Tue, 25 Jun 2002, José Fonseca wrote: > >> >Should this [3 * screen size] be in video memory or total AGP memory > >> >would suffice? > >> The 3 * screen size restrition refers always on the video memory. > >And will it always be the same? 1280x1024/24bpp is ... a bit more than > >my humble 8M:( > > Even yesterday Leif and I briefly discussed this on the IRC meeting and > unfortunately ther seem to be some limitations in Mach64 itself > regarding this, i.e., as far as we know it's not possible to put none of > the front back and depth buffer on AGP. So unless we dismiss the back > buffer I don't see how this restrition will go away. (I don't know how > Windows copes with this neither - it's something I still have to check).
At 24 bit depth, it's actually 2.5 * screen size, since the depth buffer is always 16 bpp. With my code to use only AGP for textures (not checked into the branch yet), an 8M AGP card can get a max. resolution of 1024x768 at 24bpp or 1280x1024 at 16bpp, and the max. for a 6M AGP card at 16bpp is increased to 1152x864. Unfortunately, the max. resolutions for 4M cards is unchanged. If we were to dynamically allocate back and depth buffers to only be the size of the gl context and not the full screen size, it would allow running the X server at a higher resolution than the max. supported 3D resolution. However, this wouldn't change the max. for 3D. If it's not possible to relocate back and depth buffers to AGP (as appears to be the case), then we won't be able to increase the usable resolutions (for double-buffered visuals) any further. For reference, here's a list of the max. standard resolutions possible, assuming no local textures for AGP cards: Vid. mem Card type Max. 3D resolutions -------- --------- ------------------- 4 MB Any 800 x 600 @16bpp, 640 x 480 @24bpp 6 MB PCI 1024 x 768 @16bpp, 800 x 600 @24bpp 6 MB AGP 1152 x 864 @16bpp, 800 x 600 @24bpp 8 MB PCI 1152 x 864 @16bpp, 800 x 600 @24bpp 8 MB AGP 1280 x 1024 @16bpp, 1024 x 768 @24bpp Note that an 8MB PCI card could get 1280x1024@16, but there would only be ~191kB left over for textures, which isn't likely to be useable. If anyone is able to run a GL app in Windows at a higher resolution than those listed, please post the maximum resolutions you can use. Make sure you are looking at the actual resolution used by the app, not the desktop resolution. -- Leif Delgass http://www.retinalburn.net ------------------------------------------------------- This sf.net email is sponsored by: Jabber Inc. Don't miss the IM event of the season | Special offer for OSDN members! JabConf 2002, Aug. 20-22, Keystone, CO http://www.jabberconf.com/osdn _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel