On Saturday 29 January 2005 20:15, Kent Rosenkoetter wrote:
> You can also see people's bias in their use of OpenGL features. The
> CallList mechanism was designed with network transparency in mind.
> But most people eschew it in favor of vertex arrays, which (if you
> read carefully) are written to function correctly in the face of a
> network connection, but not at peak performance. Notice that vertex
> arrays were added to OpenGL in a later version, they were not put
> there initially.

That's because display lists are insufficiently dynamic for modern 
graphics applications.  For example, with an occlusion scheme you don't 
even want the hidden geometry on the card.

I agree with the sentiments of those who want to fix X by removing the 
requirement for root privilege and somehow making DRI network 
transparent.  However, the fact is, no other 3D card works this way and 
nobody is going to criticize this project for not fixing these things 
just now.  Neither is it important to anticipate some future version of 
X that fixes these things, because after all, the driver is just 
software and can be amended when the time comes.  On the other hand, 
anything that introduces new requirements, delays the implementation or 
slows down the card will definitely hurt the project.

I recommend erring on the side of pragmatism and not getting sidetracked 
further by these questions.  The name of the game is to bring up a DRI 
driver as early as possible, then iteratively improve the world from 
there.  By the way, we can expect lots of help with the DRI driver as 
soon as prototype hardware is available.

As for implementing X on top of OpenGL, this is being worked on.  If you 
wish to help out, X.org will welcome your assistance.

Regards,

Daniel
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