Am 2003.08.05 22:45:36 +0200 schrieb(en) Ian Romanick: > Keith Whitwell wrote: > > > I'm happy to drop these once we have identified & implemented a suitable > > replacement. > > There are two ways to go on this. One way is to make a new > GLX_MESA_memory_allocate extension that just extends the existing > glXAllocateMemoryNV, glXFreeMemoryNV, and glXGetAGPOffsetMESA to take a > display pointer and screen. This is by far the easiest choice and by > far the least forward-looking. > > The other way to go would be to implement support for > ARB_vertex_array_object in the r200 driver (which is now part of the 1.5 > core spec) and add a "trivial" layered extension for pixel data. Since > this extension is now part of the core, and there are existing apps > (i.e., UT2k3) that *really* want to use it, this is the most > forward-looking approach. It will also take longer and be a lot more > work. If I'm not mistaken, it will also require merging Mesa 5.1 to > DRI...and that ain't gonna happen for awhile. > > So, here's the question of the day: do you & your customers need the > existing functionality in XFree86 or just in the embedded branch? If > the latter, then I'd like to axe it just from the DRI trunk and work > towards the 2nd option. If the former, then we'll have to talk about it > a bit more. I'm trying to walk the fine line between what's > philosophically best for DRI and what's practically best for people > using it. As has been shown in another recent thread, that can be a > hard line to walk! :) >
btw there is a new glext.h (GL_GLEXT_VERSION 18) available at http://oss.sgi.com/projects/ogl-sample/ABI/glext.h new defines since version 17: +#define GL_ARB_fragment_program 1 +#define GL_ARB_vertex_buffer_object 1 +#define GL_ATI_text_fragment_shader 1 +#define GL_APPLE_client_storage 1 +#define GL_APPLE_element_array 1 +#define GL_APPLE_fence 1 +#define GL_APPLE_vertex_array_object 1 +#define GL_APPLE_vertex_array_range 1 +#define GL_APPLE_ycbcr_422 1 +#define GL_S3_s3tc 1 +#define GL_ATI_draw_buffers 1 +#define GL_ATI_texture_env_combine3 1 +#define GL_ATI_texture_float 1 +#define GL_NV_float_buffer 1 +#define GL_NV_fragment_program 1 +#define GL_NV_half_float 1 +#define GL_NV_pixel_data_range 1 +#define GL_NV_primitive_restart 1 +#define GL_NV_texture_expand_normal 1 +#define GL_NV_vertex_program2 1 +#define GL_ATI_map_object_buffer 1 +#define GL_ATI_separate_stencil 1 +#define GL_ATI_vertex_attrib_array_object 1 greetings, Andreas ------------------------------------------------------- This SF.Net email sponsored by: Free pre-built ASP.NET sites including Data Reports, E-commerce, Portals, and Forums are available now. Download today and enter to win an XBOX or Visual Studio .NET. http://aspnet.click-url.com/go/psa00100003ave/direct;at.aspnet_072303_01/01 _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel