Chase Douglas wrote: > 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... Just the buffers where all your rendering happens - you typically don't do that directly on the visible framebuffer (though OpenGL allows this, it is faked - badly - with the private buffer implementation). Private just means that they are not shared for all drawables and not allocated by the ddx driver (of course, if you currently use the privbuffers mesa branch, the ddx driver will still allocate them, they just aren't going to be used).
> 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. The glx spec would be the reference what has to happen, it doesn't answer the how of course. You could start with some general dri documentation, http://dri.freedesktop.org/wiki/. Roland ------------------------------------------------------------------------- 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
