On 5/13/06, Ray Heasman <[EMAIL PROTECTED]> wrote:
I will reply with more in this particular thread later, but I want to
make it clear that I am not saying I have a better idea.

You should feel lucky I'm not Linus.  :)

Geek psychology doesn't take well to people who complain a lot but
don't contribute something better.  You either need to provide solid
arguments or an alternative design that is demonstrably superior.  You
obviously have something in mind, so spill it.

Also, if you go too long without contributing viable alternatives,
people are going to start assuming that you're a shill from one of the
other graphics vendors who feels threatened and wants to poison us
with fear, uncertainty, and doubt.  :)

I'm saying I have serious doubts about the way things are going. I'm
saying "The Emperor has no clothes", not "I have the Emperor's clothes".

Surely, we do not want to delude ourselves into thinking that
everything about what we're doing is optimal.  But I don't think any
of us feels like we have a solid handle on the future of things here.
If OGD1 were the only thing we ever produced, we'd still be going a
long way towards making it easier for hobbyists and FOSS enthusiasts
to develop new hardware.

I'm not trying to just dump on the whole project, but I am extremely
dubious about the direction things are going in and I am trying to
explain why there is a problem. I am trying to air dirty laundry and
make everyone re-evaluate where we are.

You're dubious because you feel that we're getting caught up in a
narrowly thought out plan and we're going in the wrong direction.  You
think we're being brainwashed by "OpenGL" and "3D".  Ok, I get it.
We've been working on a "3D" design, while what you're asking for is
something like a "2 1/2 D" design.  Whatever.  Who gives a crap what
you call it.  The things you've asked for, as far as I understand
them, are either special cases of things provided in so-called "3D
engines" or a minor generalization of such things.

I'm not the world's top hardware designer, but I do have SOME sense of
how much logic one thing or another is going to require.  You haven't
convinced me that we should do any thing more than look over our
existing design and make sure it's general enough to do all of the
things you think it should do while at the same time considering what
features could be removed because they're not helpful.  Don't get
distracted by the fact that we call something a "shader" when it's
just a generalized source image fetcher.

Exactly HOW we design it is arbitrary.  Any number of different
approaches can be taken with similar performance and results.  The
fact that some abstract feature may be more or less difficult to
program with one design or another doesn't matter as much as
developing something that WORKS so that people can start using it.  I
can get caught up in a philosophical discussion as easily as the next
geek, but I have also had "getting shit done" beaten into me, so I
know that some times you just have to stop designing and start
implementing, and if you forgot some minor feature or could have made
something 2% faster, well, that's just too bad.  At least now you have
a product you can sell, giving you the opportunity you need to fix
those things, rather than spinning your wheels never getting anywhere.

The limiting factor for me wrt coding OGA is the practical issue of
getting enough uninterrupted periods of time to work on it.  Whether
or not the design has some feature that forces me to have a 2 pixel
pipelines instead of 3 or 4 isn't all that important to me when the
total memory bandwidth is only so high anyhow and the throughput for
operations that don't saturate the memory bandwidth is way more than
fast enough anyhow.

You say that 3D is impractical.  I say that it's impractical to spend
too much time worrying about it in the hopes that you can get extra
performance somewhere where you can't necessarily benefit from it.

One of my points is that I think the current target is simultaneously
too similar to the other stuff out there and too complicated to be a
good first project. Complexity is a cost, not a feature.

Can you point out a few things that over-complicate OGA?  You
mentioned divide-by-w.  That's fair.  For orthogonal z, it totally
useless.  Anything else?

I do have an idea. It's weird and purposely "out there". I'm not going
to bring it up now, because I'm not claiming that it's the answer to
OGP's problems.

I can see some value in tearing things down before building them back
up again.  Trying to do both at the same time can get confusing.  But
at the same time, you're walking a fine line, because some people
won't take you seriously when you make vague assertions.  On the other
hand, rigorous proofs and well though out arguments are ALWAYS
interesting.

But when you start attacking the design just because we call it "3D,"
all you do is make yourself sound like you're being distracted by
arbitrary semantics.... which is what you seem to be accusing us of by
wanting to design an "OpenGL" engine.  Irony.

Feel free to begin tearing things down whenever you're ready.  And be specific.

I don't want a discussion of my idea right now, but a
discussion of where OGP is today. I WILL put forward my idea later, but
please bear in mind that I am not claiming it as a solution. It's just
"different", and I hope that it might interest people more than a copy
of everything else out there. I only started bringing it up, because I
had to reply to your comments about 3D pipelines.

Different is always good.  Lots of "different" ideas have been
proposed here.  Some have been helpful or inspirational, while others
have not applied to our design but are still very interesting.

But keep in mind, as a practical matter, that if we spend too much
time trying to make a perfect design, we'll never produce a good one.

What was that quote that Linus stole from Voltaire?  :)
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