On Mon, 9 Feb 2004 21:13:40 -0600 Corey Donohoe <[EMAIL PROTECTED]> babbled:

> Keep in mind the opengl engine currently isn't supported.  I've used it
> in the past with no problems, but haven't tried it with gl recently.
> If it doesn't work, you're likely going to be stuck with it not working,
> unless some one else has some fixup they've been keeping to themselves.  

(nb evas's gl engine is a bit more solid now)... the gl engine has only a few
major problems
1. multihead. i doubt it will work properly on anything other than screen 0
2. max texture size. if any image is greater than your opengl's "max texture
size" limit it will simply end up a big white box. the texture upload will fail.
i have no fallback code for this at all yet. doing texture meshes is a PITA. if
anyone is keen to do it for me! please do! :) (ie divide image up into multiple
texture rectangles then when drawing the image draw a mesh/grid of rectangles
with the separate textures applied - keeping all the calculations so they match
to proper software engine calculations 1:1)
:)

now it COULD be that the gl engine is using up all the system resources and
since its DRI is bypassing x, meaning your xserver is basically locked out of
getting events due to massive resource use by the GL code. this might be the
case - but it'd need testing on your box by you to see...

-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    [EMAIL PROTECTED]
熊耳 - 車君 (数田)                  [EMAIL PROTECTED]
Tokyo, Japan (東京 日本)


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