On Saturday 12 March 2005 02:33, Lourens Veen wrote:
> On Saturday 12 March 2005 03:50, Timothy Miller wrote:
> > On Wed, 9 Mar 2005 09:47:42 +0100, Martijn Sipkema wrote:
> > > From: "Timothy Miller" <[EMAIL PROTECTED]>
> > > > For implementing FSAA, I can't remember whether it's called
> > > > multisampling or supersampling, but the easy technique is to
> > > > have a stage in the pipeline that divides the geometry down and
> > > > manipulates the alpha channel so as to convert 2x2 pixels into
> > > > one pixel in the framebuffer.  This is trivial to implement,
> > > > and I can add it in.
> > >
> > > That won't work I think as information on subpixels is lost on
> > > converting to a single fragment with alpha---that conversion is
> > > to be done after all drawing is completed, I think...
> >
> > All 3D drawing, yes.  I was going to insert it just before the
> > extra stuff I inserted to do 2D stuff that OpenGL doesn't account
> > for.
>
> I've been thinking, would it be acceptable to lose the hardware
> overlay scaler when FSAA is turned on, and/or to only have FSAA in 
> full-screen OpenGL mode?

Why do you think the two are incompatible?

> The way the hardware overlay scaler works is that it takes the
> framebuffer, and a second buffer with video data. It copies the
> framebuffer to output, except for pixels with a certain colour key
> where it switches to a colour-converted (YUV->RGB), scaled (with
> linear interpolation?) version of the second buffer. So, that has to
> happen right before the DAC. Is that all correct?
>
> In that case, you could add a small amount of extra logic to the
> overlay scaler (basically, you have to be able to tell it to ignore
> the framebuffer input altogether and just give a scaled version of
> the second input, and you need to be able to turn off the YUV->RGB
> conversion, which you need to do anyway) and you could trade off
> quality against speed arbitrarily. For example, you could render the
> scene at width*sqrt(2), height*sqrt(2) to get one half the fillrate
> but still some AA.

Why does video need a dedicated scaler instead of being handled as a 
texture?  This just leaves the YUV->RGB conversion, which can be a 
property of the window, picked up by the window ownership test.

But do we really need YUV->RGB on the card?  Why not do this on the 
host?

Regards,

Daniel
_______________________________________________
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