--- Felix Kühling <[EMAIL PROTECTED]> wrote:
> On Tue, 23 Mar 2004 08:16:49 -0800 (PST)
> Alex Deucher <[EMAIL PROTECTED]> wrote:
> 
> > 
> > --- Felix K_hling <[EMAIL PROTECTED]> wrote:
> [snip]
> > > Anyway, the reason is that accelerated 3D rendering only works
> with
> > > tiled memory but the front buffer is linear.
> > > 
> > > Software fallbacks draw to tiled surfaces, which map linear or
> tiled
> > > memory. If I understand it correctly it shouldn't make any
> difference
> > > whether the underlying memory is linear or tiled (as long as the
> > > tiled
> > > surface registers are setup correctly).
> > 
> > That's my understanding as well, but I could be wrong.  Also,
> tiling
> > the front buffer results in lower performance.  I'm not sure why. 
> It
> > might have just been due to the way the code was initially
> architected.
> > your changes to the 3d driver may have fixed that.
> 
> Don't know which changes that would be. The only thing where the
> tiling
> of the front buffer would make a difference for normal double
> buffered
> rendering is on buffer swaps. The swapping didn't change. So possibly
> blitting to a linear frame buffer is faster than blitting to a tiled
> one. Anyway, from Keith's comments about double-buffered visuals
> where
> the app switches between rendering to front and back buffer, it
> sounds
> like we really want to have a tiled front buffer.
> 

I fixed tiled mode today.  I'll be checking in a fix tomorrow.  I need
to clean up my tree, isolate the changes, and make sure I didn't break
savage4.

Alex

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