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

Reply via email to