Roland Scheidegger wrote:
> You don't necessarily need to split the framebuffer into two pieces, you 
> could do this without modifying the ddx code (except from allowing it 
> dri to initialize), if you use private render buffers. Sounds simpler to 
> me.
Can you explain what you mean by private render buffers? Actually, I 
don't know what render buffers are either...

> Theory goes like this with private buffers:
> If your 3d window size exceeds 2048 pixels (in any direction), you'd 
> need to create 2 (I don't think resolutions which would require 4 are 
> possible) private buffers to render to instead of 1 (and 2 depth buffers 
> too). Then whenever you have something to draw, you just send it twice 
> to the hardware, (with different buffers, viewport adjusted etc.). You'd 
> need to modify quite a bit of code to make that work correctly though 
> (from non-rendering stuff like read/drawpixels to swrast fallbacks) 
> currently.
> Then at swapbuffer time you'd just blit the two buffers to the 
> framebuffer (the blitter has no trouble supporting large resolutions 
> AFAIK) instead of just one.
Can you detail more? I'm sorry, I just don't know enough about graphics 
hardware and software yet to understand.

I realize that I probably need a lot of help just understanding where 
things are in the code. Looking through the code, there's an unfortunate 
lack of comments detailing what actually happens in different areas. 
Again, I am very earnest in attempting this, I just may need a lot of help.

Thanks,
Chase

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