Brian:

On Sun, 05 Nov 2000, Brian S. Julin wrote:
> Lee, here's some background from the list archives the last time we talked
> about resource management.
> 
>  http://marc.theaimsgroup.com/?l=ggi-develop&m=94103638018698&w=2
>  http://marc.theaimsgroup.com/?l=ggi-develop&m=94518579709657&w=2

Thanks I read these.   In general,  I agree with you. I think it is a mistake to
get involved with this resource management.  Why?  because everybody has a
different idea of how things should be managed. 
>From  http://marc.theaimsgroup.com/?l=ggi-develop&m=94518579709657&w=2
> I doubt you'll ever find one 
> single algorithm that satisfies everyone in this area,

 Perhaps you can clue me in.  I still don't
understand the difficulty in accessing video memory.  The fbdev already mmaps
all of video memory.  There it is. Let people have at it.

>From http://marc.theaimsgroup.com/?l=ggi-develop&m=94103638018698&w=2
>1) Refining a "comprehensive feature negotiation API", which 
>basically consists of a linked list of "feature" structures which 
>allow specification of a wide array of features and details about 
>them and a SetMode/CheckMode equivalent that returns enough
>information about what went wrong to allow a developer to
>get the most out of the chipset.  Basically you submit 
>a laundry list, sorted in the order of importance, to the 
>LibGGI feature extension that looks like this:
>A) I want a mouse pointer sprite
>B) I want 640x480x16, 2 frames, on the main framebuffer
>C) I want five 256x256x8 textures

The precedent for this seems to already exist with ggiOpen("target") and
ggiSetMode(vis, "mode");   "mode" configures the card/target.  It could be
souped up to give excellent mode negotiation.

Thank you for your thoughtful email.

BTW: Are you at UMASS?  I graduated from UMass Amherst '93.
-- 
Lee Brown Jr.
[EMAIL PROTECTED]

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