I've taken a look at ogsim and I'm quite impressed. The problem is, I don't use Qt (it doesn't like to build on my system for some reason). I'm wondering how hard it'd be to latch into the backend with a custom client written in something a bit more lightweight (perhaps even more portable, since Qt for win32 costs quite a bit)
I don't want to do anything that might be construed as trying to take over your project, either, as I know how much it sucks when someone does that. If you have any input on this, I'd love to hear it. I'm out of school for quite a while due to getting my appendix out, so I've got nothing but time to work on stuff :P Thanks, Lord Daeken M. BlackBlade (Cody Brocious) On Thu, 3 Feb 2005 15:19:35 +0100, Nicolai Haehnle <[EMAIL PROTECTED]> wrote: > On Wednesday 02 February 2005 18:58, Timothy Miller wrote: > > Nicolai Haehnle wrote: > > > Hi, > > > > > > I decided to release my current updated version of the simulator. Find > it at > > > http://homepages.uni-paderborn.de/prefect/ogsim/ > > > The direct link to the tarball: > > > http://homepages.uni-paderborn.de/prefect/ogsim/ogsim-050202.tar.bz2 > > > > > > Here's what's new: > > > - Integrated the updated software model from Timothy > > > - Extended the protocol to support shared memory maps. This allows the > > > client to mmap() video memory, and to publish memory blocks for DMA > > > transfers > > > - Fix the assert() compile problem > > > > > > When you look at the sample client, the cyan horizontal bar is created > by > > > triggering a DMA transfer (the OG_TEST_BYTES register), the two thin > white > > > lines at the top of the screen are written directly into mmap()ed video > > > memory by the client. > > > > > > It should be easy to integrate texturing into the client now (just > upload > > > the texture using DMA and configure the registers correctly) but I have > to > > > leave soon, so I didn't get to try that. > > > > > > My plan (apart from testing texturing and so on) is to write a new > client > > > that internally implements an OpenGL-ish API as soon as I find the time > > > (possibly this weekend). > > > > > > I have had a look at your code, and it's really very impressive. I'd > > like to work with you to see if we can't hook this into Mesa for real > > and try to do something in real-time. > > That would be great, because it would allow us to test more advanced stuff > more easily, plus it will give us an idea of what the actual 3D driver will > have to look like. It's definitely a direction I'd like to work in, > especially when the semester break starts for real. > > I'm going to talk to Attila about getting the source into the Subversion > repository. > > cu, > Nicolai > > > _______________________________________________ > Open-graphics mailing list > [email protected] > http://lists.duskglow.com/mailman/listinfo/open-graphics > List service provided by Duskglow Consulting, LLC (www.duskglow.com) > > > -- ... And not to pull your halo down around your neck and tug you from your cloud... - Maynard James Keenan - A Perfect Circle- "The Noose" _______________________________________________ Open-graphics mailing list [email protected] http://lists.duskglow.com/mailman/listinfo/open-graphics List service provided by Duskglow Consulting, LLC (www.duskglow.com)
