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]