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)

Reply via email to