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 ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ _______________________________________________ Mesa3d-dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
