hmm, ive read somewhere that the GMA950 VRAM limit are set in the SMBIOS or
EFI setting code, so in theory the real mac can gain access to the driver
VRAM setting by EFI patch or similar (im still a noob in mac system ^^)
so for hackintosh which uses a simulated EFI / SMBIOS / MACbios which ever,
it is easier to manipulate that setting via script...
in theory at least...

also the package will hopefully include all 945 dev id...hopefully i have
ime to do it... :(

On Mon, Apr 11, 2011 at 10:56 AM, tribaljet <[email protected]> wrote:

> You're damn right 27AE exists, a proudful owner right here :)) But
> it's probably due to macs using a single device ID, most likely
> 27A2/27A6, which are the primary/secondary IDs of 945GM IIRC.
>
> On 11 Abr, 02:08, Espionage724 <[email protected]> wrote:
> > Hmm, In theory, I don't see why it wouldn't work with real macs instead
> of
> > just hackintosh. But then again this depends on what GMA device ID your
> > working with (27A2 I think is in retail macs, 27AE (if that exists) I
> think
> > is not however).
> >
> >
> >
> >
> >
> >
> >
> > On Sun, Apr 10, 2011 at 4:49 AM, AngelicTears <[email protected]>
> wrote:
> > > @danielPK
> >
> > > thanks bro :)
> > > unfortunately i reformat my laptop back to windows platform, for
> > > development purposes, so i hope for all OSX users out there like u for
> > > testing :)
> > > other factor including i recently convert all my development and IDE
> > > platform to notepad++ and Micro$oft Virtual Basic and C++ Express :)
> > > with that said, the work done will be done 50% time than it take to
> build
> > > the V1.2, so release date will be shorter than before :)
> >
> > > also note that in theory, hackintosh are more easier to gain VRAM than
> > > GMA950 macbooks , but i will try my best :)
> >
> > > @hrsh91
> > > thanks for the support bro :)
> > > the confirm date of the release date is still not sure, as im busy with
> > > some of XP development and other work that i must do such as college
> > > assignments and part time work (need money recently so i have to divide
> my
> > > time for 3 of those things)
> >
> > > again for the development process, i have to ready the codes for XP for
> the
> > > other developers so that they can work on the driver as soon as
> > > possible...again XP is a collab work, windows 7 and OSX will be made by
> me
> > > as soon as the XP base code are finish and distribute to the developers
> > > ...again be patient and keep up the support as this will be a great
> project
> > > for all of us :)
> >
> > > also please spread the word and keep contributing by testing, folding
> in
> > > 9xxssf F@H team, and support me by donating
> > > @ angelictears9xxssf.wordpress.com
> > >  to keep me going in this harsh world :P
> >
> > > cheers ^^
> >
> > > On Sun, Apr 10, 2011 at 1:22 PM, hrsh91 <[email protected]>
> wrote:
> >
> > >> hey 1 simple question. when's the driver 4 windows 7 coming out? thank
> > >> u by the way i'm a big fan of your work:):):):):)
> >
> > >> On Apr 10, 8:28 am, Daniel PK <[email protected]> wrote:
> > >> > OH BOY!!!! if the OSX version gets an increased VRAM!!! man i'd PAY
> for
> > >> the
> > >> > driver...will seriously do! can't wait for the release bro :D ROCK
> ON!
> >
> > >> > On Sun, Apr 10, 2011 at 8:57 AM, Vek892 <[email protected]> wrote:
> > >> > > Pixels is the amount of dots, so the texture/detail depth.
> >
> > >> > > Vertex (Vertices) is a coordinates system so the object/texture is
> on
> > >> > > x,y,z and looks x,y,z far away, ect.
> >
> > >> > > On Apr 9, 5:44 am, AngelicTears <[email protected]> wrote:
> > >> > > > Pixel Shader is somewhat easier to understand, fog, smoke,
> particle,
> > >> some
> > >> > > > water effect, color shade, etc..all that are process by pixel
> > >> shader...
> > >> > > > vertex shader on the other hand are more complex, it involves
> where
> > >> the
> > >> > > 3D
> > >> > > > object to be appeared in a 2D plane space as our monitor screen
> for
> > >> > > > example...
> > >> > > > some of example of vertex shader are the depth of an object,
> length
> > >> of
> > >> > > > object to be drawn from a perspective field of view, how a cube
> > >> would
> > >> > > appear
> > >> > > > from top or bottom view, how a texture is adjust to be viewed
> from
> > >> above
> > >> > > or
> > >> > > > side..etc and etc...
> >
> > >> > > > On Sat, Apr 9, 2011 at 4:34 PM, Espionage724 <
> > >> [email protected]>
> > >> > > wrote:
> > >> > > > > The definition for Pixel Shaders is understandable, but Vertex
> > >> Shaders
> > >> > > are
> > >> > > > > a bit more... detailed :p
> >
> > >> > > > > On Sat, Apr 9, 2011 at 4:14 AM, Kiki <[email protected]>
> > >> wrote:
> >
> > >> > > > >>http://en.wikipedia.org/wiki/Shader
> >
> > >> > > > >> ..even though I also don't really understand about them >,<
> >
> > >> > > > >> On Apr 9, 2:05 pm, 0_0face <[email protected]>
> wrote:
> > >> > > > >> > BTW, Anyone know what's the difference of vertex shader
> from
> > >> pixel
> > >> > > > >> > shader?
> >
> > >> > > > >> --
> > >> > > > >> 9xx SOLDIERS SANS FRONTIERS
> >
> > >> > > > >  --
> > >> > > > > 9xx SOLDIERS SANS FRONTIERS
> >
> > >> > > --
> > >> > > 9xx SOLDIERS SANS FRONTIERS
> >
> > >> --
> > >> 9xx SOLDIERS SANS FRONTIERS
> >
> > >  --
> > > 9xx SOLDIERS SANS FRONTIERS
>
> --
> 9xx SOLDIERS SANS FRONTIERS
>

-- 
9xx SOLDIERS SANS FRONTIERS

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