On Thu, 10 Mar 2011 11:15:58 -0300 Solerman Kaplon <soler...@gmail.com> said:

> Em 10-03-2011 06:11, Carsten Haitzler (The Rasterman) escreveu:
> >
> > one thing that an eventual implementation of this will need is both a "gl"
> > and "software" path. the software path may literally us importing a special
> > build of mesa with all the software rendering only enabled and glued to
> > render to ARGB software buffers. how precisely this will happen/work in
> > detail is a matter i guess for actual implementation, BUT it will be needed
> > as we have to "not fail" if you switch engines to software. be slower,
> > sure. fail (either crash, have missing symbols or just whole parts of the
> > canvas go unrendered) is bad.
> >
> > we dont need to do this right away, BUT we do need to "design for this" and
> > at the api level that looks all perfectly possible.
> 
> One can design to support it, but  I heard recently from the Mesa guys that
> the pure software renderer is too slow for any practical usage.

depends what you do - if you are rendering solid triangles or just gouraud
shaded ones... it should be fine. even if its slow - it's better than not
working at all. sure - if people are rendering a whole screen of complex 3d 
content but if its some smaller/simpler things like 3dicons or other simpler
and more limited stuff... then it will be ok. but the important bit here is
about not BREAKING compatibility - having missing content.

-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    ras...@rasterman.com


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