Re: [e-users] OpenGL rendering: sorry i won't open my mouth again

2006-02-01 Thread Curtis Napier

Jesse Luehrs wrote:

On Wed, 01 Feb 2006 15:35:39 -0500
Curtis Napier [EMAIL PROTECTED] wrote:

I disagree, how are the devs at Xorg supposed to know that this is an 
issue if no one tells them? I know this particular issue is very well 
known in the Xorg community but nevertheless, someone should file a

bug outlining what E17 needs from Xorg in order to use openGL. Call
it a feature request or whatever but Xorg needs to be informed, even
if all they say is Sorry, can't help you at least it will be
officially documented. This is the way FOSS works.


Somehow I can't imagine that the Xorg devs are unaware that everyone
wants GL acceleration and true transparency(: On other, less widespread
issues, I agree with you, but I know that if I were an Xorg dev, I
would have been tired of people asking about those two things about a
year ago.

Jesse



They probably are sick and tired of it. I would be if I was them. But 
that doesn't matter. The FOSS way is for *someone* to inform them of 
E17's needs. If they choose to work on that or not is up to them but if 
no one ever tells them E17's needs then they absolutely *WON'T* work on 
it at all.





ps. you sent this to me personally instead of to the list in general. 
I'm forwarding your email to the list, I hope that's OK.



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Re: [e-users] OpenGL rendering: sorry i won't open my mouth again

2006-02-01 Thread Dènis Riedijk
On 2/2/06, Curtis Napier [EMAIL PROTECTED] wrote:
SNIPThey probably are sick and tired of it. I would be if I was them. Butthat doesn't matter. The FOSS way is for *someone* to inform them ofE17's needs. If they choose to work on that or not is up to them but if
no one ever tells them E17's needs then they absolutely *WON'T* work onit at all.Actually, the FOSS way, is to scratch yourself if it itches. So you need it, you hack it. ;)


Re: [e-users] OpenGL rendering: sorry i won't open my mouth again

2006-01-31 Thread Florent Thiery
I really am sorry about this, i didn't read realize that the discussion 
had beed closed already... Just a simple question though, how is the 
rendering mode of Mac OSX? Hardware or software? Will the Aero engine of 
Vista be the first totally-hardware-driven graphical engine?


Carsten Haitzler (The Rasterman) a écrit :


On Mon, 30 Jan 2006 19:37:40 +0100 Florent Thiery [EMAIL PROTECTED]
babbled:

 

Yup :) How far is the implementation of Hardware/Software OpenGL 
rendering? Of course the most interesting part of it would be the 
hardware opengl. I must say that DR17 is a performance-eater, except if 
you cut off lots of effects... Which is sad. I got 1,3 Ghz Banias, and i 
can't stand the unresponsiveness while working at 600 Mhz
   



it works like a charom on my 1ghz pentium-m even when it clocks down to 600mhz
to save battery. i don't see whatt hey problem is? i dont see it being
unresponsive ever - UNLESS the disk has spun down and needs to spin up to read
data - that's a matter of e paging everything off disk as much as possible (to
save memory) and really relying on disk cache from there on in to keep it at a
moments access away.

 

When on 600 mHz, i see speed problems in the animation when i launch a 
prog from the dock (ibar), in fact whenever there is something heavy 
(animated background, shining follower)... Of course when the hard drive 
spins down it's pretty slow :)



opengl wont happen. 1. it cannto do shaped masks sanely. to do this we'd need a
gl frontbuffer with alpha (can do) then a way to read just the alpha convert to
a mask, and punt back as a shape - the problem coems with reading the alpha
pixels. glReadPixels() is about the same speed as contiental drift in my
experience. every driver i have ever played with goes through one of the
slowest paths possible reading pixals to client memory because its not
considered an important thing to accelerate as it not only has to read pixels
off card to system ram, it also is just not used much as this alone has
inherent slowdowns. also gl requires TONNES of video ram - every window with gl
in it will rEQUIRE the equivalent of its size in video ram IN ADDITION to all
images in the textures. every client window (every xterm, mailer window,
firefox whatever) will need its dimentions in video ram. ok- lets stake an
example. we have a web browser 1000x1000 pixels, now 20 xterms each 500x300
pixels, another set of windows (miscellanous ones) with a total surfacfe area
of lets say another 1000x1000 pixels. now the desktop bg (1600x1200) this woudl
be 19Mb of video ram gone. this doesnt include the source textures (likely
another few mb). basically every gl window will REQUIRE a backbuffer if we
likely it or not as rendering to afrontbuffer is just not sane. this doesn't
include the other problems with gl - like big drosp in performance due to fat
lock contention between the xserer and the wm sicne gl goes via direct
rendering. if u are doing combinations of 2d and 3d u will see things stutter
and jerk.

so - forget it. the gl engine also can't handle multiple contexts correctly atm
(ie more than 1 gl window) and share textures between them - i tried to make it
wokr in theory but it seesm to have issues and frankly - i have neither the
time nor inclination to fix it - so this alone bars it from ever working.

now as i was saying - forget it. i am sick to death of having this discussion
every few weeks - repeatedly. either setup up - learn to code and fix the
engine yourself and address these issues in the gl engine AND in all the gl
drivers - or accept what u get.

 


I forget it, i promise :p


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Re: [e-users] OpenGL rendering: sorry i won't open my mouth again

2006-01-31 Thread Jesse Luehrs
On Tue, 31 Jan 2006 15:14:36 +0100
Florent Thiery [EMAIL PROTECTED] wrote:

 I really am sorry about this, i didn't read realize that the
 discussion had beed closed already... Just a simple question though,
 how is the rendering mode of Mac OSX? Hardware or software? Will the
 Aero engine of Vista be the first totally-hardware-driven graphical
 engine?

OSX is entirely hardware rendered. OSX is also not just a window
manager. Enlightenment would need far more acceleration support from X
in order to get performance like OSX has. If you are concerned about
other platforms getting hardware rendering on the desktop before us, go
bug the Xorg devs(:

Jesse


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Re: [e-users] OpenGL rendering: sorry i won't open my mouth again

2006-01-31 Thread Виктор Кожухаров
On Tue, 2006-01-31 at 09:48 -0600, Jesse Luehrs wrote:
 On Tue, 31 Jan 2006 15:14:36 +0100
 Florent Thiery [EMAIL PROTECTED] wrote:
 
  I really am sorry about this, i didn't read realize that the
  discussion had beed closed already... Just a simple question though,
  how is the rendering mode of Mac OSX? Hardware or software? Will the
  Aero engine of Vista be the first totally-hardware-driven graphical
  engine?
 
 OSX is entirely hardware rendered. OSX is also not just a window
 manager. Enlightenment would need far more acceleration support from X
 in order to get performance like OSX has. If you are concerned about
 other platforms getting hardware rendering on the desktop before us, go
 bug the Xorg devs(:
 

that's a very bad advice. don't bug the xorg devs, unless its important.
they have enough trouble reviving x as it is.

 Jesse
 
 
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Re: [e-users] OpenGL rendering: sorry i won't open my mouth again

2006-01-31 Thread Jesse Luehrs
On Tue, 31 Jan 2006 18:31:18 +0200
[EMAIL PROTECTED] wrote:

 that's a very bad advice. don't bug the xorg devs, unless its
 important. they have enough trouble reviving x as it is.

I wasn't entirely serious(: My point was just that they would actually
be able to do something about it, unlike the Enlightenment devs. I
totally agree that bugging devs in general is a bad thing.

Jesse


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Re: [e-users] OpenGL rendering: sorry i won't open my mouth again

2006-01-31 Thread The Rasterman
On Tue, 31 Jan 2006 15:14:36 +0100 Florent Thiery [EMAIL PROTECTED]
babbled:

 I really am sorry about this, i didn't read realize that the discussion 
 had beed closed already... Just a simple question though, how is the 
 rendering mode of Mac OSX? Hardware or software? Will the Aero engine of 
 Vista be the first totally-hardware-driven graphical engine?

you need to do some reading up on graphics and display systems. a LOT.

 Carsten Haitzler (The Rasterman) a écrit :
 
 On Mon, 30 Jan 2006 19:37:40 +0100 Florent Thiery
 [EMAIL PROTECTED] babbled:
 
   
 
 Yup :) How far is the implementation of Hardware/Software OpenGL 
 rendering? Of course the most interesting part of it would be the 
 hardware opengl. I must say that DR17 is a performance-eater, except if 
 you cut off lots of effects... Which is sad. I got 1,3 Ghz Banias, and i 
 can't stand the unresponsiveness while working at 600 Mhz
 
 
 
 it works like a charom on my 1ghz pentium-m even when it clocks down to
 600mhz to save battery. i don't see whatt hey problem is? i dont see it being
 unresponsive ever - UNLESS the disk has spun down and needs to spin up to
 read data - that's a matter of e paging everything off disk as much as
 possible (to save memory) and really relying on disk cache from there on in
 to keep it at a moments access away.
 
   
 
 When on 600 mHz, i see speed problems in the animation when i launch a 
 prog from the dock (ibar), in fact whenever there is something heavy 
 (animated background, shining follower)... Of course when the hard drive 
 spins down it's pretty slow :)
 
 opengl wont happen. 1. it cannto do shaped masks sanely. to do this we'd
 need a gl frontbuffer with alpha (can do) then a way to read just the alpha
 convert to a mask, and punt back as a shape - the problem coems with reading
 the alpha pixels. glReadPixels() is about the same speed as contiental drift
 in my experience. every driver i have ever played with goes through one of
 the slowest paths possible reading pixals to client memory because its not
 considered an important thing to accelerate as it not only has to read pixels
 off card to system ram, it also is just not used much as this alone has
 inherent slowdowns. also gl requires TONNES of video ram - every window with
 gl in it will rEQUIRE the equivalent of its size in video ram IN ADDITION to
 all images in the textures. every client window (every xterm, mailer window,
 firefox whatever) will need its dimentions in video ram. ok- lets stake an
 example. we have a web browser 1000x1000 pixels, now 20 xterms each 500x300
 pixels, another set of windows (miscellanous ones) with a total surfacfe area
 of lets say another 1000x1000 pixels. now the desktop bg (1600x1200) this
 woudl be 19Mb of video ram gone. this doesnt include the source textures
 (likely another few mb). basically every gl window will REQUIRE a backbuffer
 if we likely it or not as rendering to afrontbuffer is just not sane. this
 doesn't include the other problems with gl - like big drosp in performance
 due to fat lock contention between the xserer and the wm sicne gl goes via
 direct rendering. if u are doing combinations of 2d and 3d u will see things
 stutter and jerk.
 
 so - forget it. the gl engine also can't handle multiple contexts correctly
 atm (ie more than 1 gl window) and share textures between them - i tried to
 make it wokr in theory but it seesm to have issues and frankly - i have
 neither the time nor inclination to fix it - so this alone bars it from ever
 working.
 
 now as i was saying - forget it. i am sick to death of having this discussion
 every few weeks - repeatedly. either setup up - learn to code and fix the
 engine yourself and address these issues in the gl engine AND in all the gl
 drivers - or accept what u get.
 
   
 
 I forget it, i promise :p
 


-- 
- Codito, ergo sum - I code, therefore I am --
The Rasterman (Carsten Haitzler)[EMAIL PROTECTED]
裸好多
Tokyo, Japan (東京 日本)


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Re: [e-users] OpenGL rendering: sorry i won't open my mouth again

2006-01-31 Thread The Rasterman
On Wed, 1 Feb 2006 09:01:52 +0900 Carsten Haitzler (The Rasterman)
[EMAIL PROTECTED] babbled:

 On Tue, 31 Jan 2006 15:14:36 +0100 Florent Thiery [EMAIL PROTECTED]
 babbled:
 
  I really am sorry about this, i didn't read realize that the discussion 
  had beed closed already... Just a simple question though, how is the 
  rendering mode of Mac OSX? Hardware or software? Will the Aero engine of 
  Vista be the first totally-hardware-driven graphical engine?
 
 you need to do some reading up on graphics and display systems. a LOT.

NB - i said this because your question shows you dont understand graphics and
windowing systems very well. they are insanely complex beasts and are more
often more complex than kernels - if not many times more complex sometimes just
because of sheer scope. you cant ask such generalised questions about systems
so complex - without qualifying what you are assuming and intending by the
question.

  Carsten Haitzler (The Rasterman) a écrit :
  
  On Mon, 30 Jan 2006 19:37:40 +0100 Florent Thiery
  [EMAIL PROTECTED] babbled:
  

  
  Yup :) How far is the implementation of Hardware/Software OpenGL 
  rendering? Of course the most interesting part of it would be the 
  hardware opengl. I must say that DR17 is a performance-eater, except if 
  you cut off lots of effects... Which is sad. I got 1,3 Ghz Banias, and i 
  can't stand the unresponsiveness while working at 600 Mhz
  
  
  
  it works like a charom on my 1ghz pentium-m even when it clocks down to
  600mhz to save battery. i don't see whatt hey problem is? i dont see it
  being unresponsive ever - UNLESS the disk has spun down and needs to spin
  up to read data - that's a matter of e paging everything off disk as much
  as possible (to save memory) and really relying on disk cache from there
  on in to keep it at a moments access away.
  

  
  When on 600 mHz, i see speed problems in the animation when i launch a 
  prog from the dock (ibar), in fact whenever there is something heavy 
  (animated background, shining follower)... Of course when the hard drive 
  spins down it's pretty slow :)
  
  opengl wont happen. 1. it cannto do shaped masks sanely. to do this we'd
  need a gl frontbuffer with alpha (can do) then a way to read just the alpha
  convert to a mask, and punt back as a shape - the problem coems with
  reading the alpha pixels. glReadPixels() is about the same speed as
  contiental drift in my experience. every driver i have ever played with
  goes through one of the slowest paths possible reading pixals to client
  memory because its not considered an important thing to accelerate as it
  not only has to read pixels off card to system ram, it also is just not
  used much as this alone has inherent slowdowns. also gl requires TONNES of
  video ram - every window with gl in it will rEQUIRE the equivalent of its
  size in video ram IN ADDITION to all images in the textures. every client
  window (every xterm, mailer window, firefox whatever) will need its
  dimentions in video ram. ok- lets stake an example. we have a web browser
  1000x1000 pixels, now 20 xterms each 500x300 pixels, another set of
  windows (miscellanous ones) with a total surfacfe area of lets say another
  1000x1000 pixels. now the desktop bg (1600x1200) this woudl be 19Mb of
  video ram gone. this doesnt include the source textures (likely another
  few mb). basically every gl window will REQUIRE a backbuffer if we likely
  it or not as rendering to afrontbuffer is just not sane. this doesn't
  include the other problems with gl - like big drosp in performance due to
  fat lock contention between the xserer and the wm sicne gl goes via direct
  rendering. if u are doing combinations of 2d and 3d u will see things
  stutter and jerk.
  
  so - forget it. the gl engine also can't handle multiple contexts correctly
  atm (ie more than 1 gl window) and share textures between them - i tried to
  make it wokr in theory but it seesm to have issues and frankly - i have
  neither the time nor inclination to fix it - so this alone bars it from
  ever working.
  
  now as i was saying - forget it. i am sick to death of having this
  discussion every few weeks - repeatedly. either setup up - learn to code
  and fix the engine yourself and address these issues in the gl engine AND
  in all the gl drivers - or accept what u get.
  

  
  I forget it, i promise :p
  
 
 
 -- 
 - Codito, ergo sum - I code, therefore I am --
 The Rasterman (Carsten Haitzler)[EMAIL PROTECTED]
 裸好多
 Tokyo, Japan (東京 日本)
 
 
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