Thanks, this makes my head more clear, according
to my understanding, there needn't be any function to show the framebuffer to
the screen, the video card just know it, and do a refresh to display the buffer
every time period. There's one more question, mesa simulates
the framebuffer in memory, traditionally, framebuffer should be some space on
the video card so that the video card knows where to read, how does mesa make a
connection between the self-defined framebuffer and the screen? Thanks again for your replaying. -----Original Message----- On 10/29/06, xiaoshuxing < > I mean, when the pipelines have
finished rasterizing the vertices and > store the pixels into the framebuffer,
all the data are in the memory, > nothing is displayed on the screen, my
question is which function is invoked > to display those pixels on the screen
so that we can see. Ok, maybe I'm misunderstanding you, but the
framebuffer *is* the screen. The video card has an engine which
reads values from the framebuffer and generates a signal to update
the screen. If the framebuffer is at address 0xA0000000
and you write a 0xFFFFFF to that location, you get a white pixel on
the top-left corner of the screen (assume the video card has had the
framebuffer appropriatly configured). Sometimes you have more than one
framebuffer, so you write to one and then tell the video card to display that
framebuffer from now on. There is always a current framebuffer. > I don't know whether I've show my
problem clear or not. I just want to > learn how OpenGL interact with the
graphics card and the Operating system > through this great work ( All the OS does is give access to the video
card and the framebuffer, and the 3D engine simply draws to the
framebuffer. That's all the OS needs to do really.... Have a nice day, -- Martijn van Oosterhout
<[EMAIL PROTECTED]> http://svana.org/kleptog/ |
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