On Sun, 28 Nov 2004 [EMAIL PROTECTED] wrote:
> The problem with this is my project targets older laptops, it's a engine
> management system tuning suite and alot of these car guys have junk bin
> laptops sitting in their cars (pentium class) with a wide array of graphic
> chipsets and displays. I
l Message-
> From: Mark Vojkovich [mailto:[EMAIL PROTECTED]
> Sent: Sunday, November 28, 2004 6:23 AM
> To: [EMAIL PROTECTED]
> Subject: Re: DGA and tearing effects
>
> On Sat, 27 Nov 2004, James Wright wrote:
>
> >My understanding is that flat panels do not &q
The problem with this is my project targets older laptops, it's a engine
management system tuning suite and alot of these car guys have junk bin
laptops sitting in their cars (pentium class) with a wide array of graphic
chipsets and displays. I don't think anyone will be using a accelerated
glx sy
, Inc.
B.S. Applied Physics,
UPLB
-Original Message-
From: Mark Vojkovich [mailto:[EMAIL PROTECTED]
Sent: Sunday, November 28, 2004 6:23 AM
To: [EMAIL PROTECTED]
Subject: Re: DGA and tearing effects
On Sat, 27 Nov 2004, James Wright wrote:
>My understanding is that flat panels do not &q
On Sat, 27 Nov 2004, James Wright wrote:
>My understanding is that flat panels do not "scan" a screen as a CRT does,
> so there is no vertcial blank period to perform a page flip. They do have a
> refresh rate of usually around 60Hz, but his is simply how aften the pixels
> are able to swit
In my opinion, direct framebuffer rendering is passe. My
recommendation is to render into system memory, use glDrawPixels
to copy to a GLXDrawable's back buffer and then use glXSwapBuffers
to display the buffer. At least with NVIDIA's binary drivers
this should be faster than direct framebuffe
My understanding is that flat panels do not "scan" a screen as a CRT does,
so there is no vertcial blank period to perform a page flip. They do have a
refresh rate of usually around 60Hz, but his is simply how aften the pixels are
able to switch states, or how often the display is refreshed f
On Sat, 2004-11-27 at 16:40 +, James Wright wrote:
>About a year ago I was using DGA for my games graphics library. I
> was told by various people that using DGA was not the way to go. At
> first I thought this was nonsense, as you can't get vsync using the
> more standard XPutImage meth
About a year ago I was using DGA for my games graphics library. I was told
by various people that using DGA was not the way to go. At first I thought this
was nonsense, as you can't get vsync using the more standard XPutImage method
(and get tearing). However, all changed when I bought a lapt
Is XFree86 w/DGA the only way to achieve high performance direct
framebuffer rendering (page flipped) without any negative artifacts on
linux?
I'm using svgalib w/vesa right now for a strictly 8bpp project and the
only way I've managed to get fast (full) frame rates without tearing or
flickering i
26, 2004 3:58 PM
To: [EMAIL PROTECTED]
Subject: RE: DGA and tearing effects
We're using an AMD gx2 geode processor for our embedded project. I've modified
the code in order to sync the framebuffer copying with the vertical refresh.
void CAM_APP::DisplayImage_NoPartial(unsigned char* of
ng) offset;
unsigned char *buffer = g_bBuf;
for(j=0; jmailto:[EMAIL PROTECTED]
Sent: Friday, November 26, 2004 7:51 AM
To: [EMAIL PROTECTED]
Subject: Re: DGA and tearing effects
Some OpenGL drivers can do vblank synced flips (NVIDIA's can).
glDrawPixels + glXSwapBuffers should be fa
Some OpenGL drivers can do vblank synced flips (NVIDIA's can).
glDrawPixels + glXSwapBuffers should be faster than a DGA implementation.
Even XPutImage should be faster than a DGA implementation, but like
you've pointed out, there's no way to sync XPutImage to vblank.
DGA is frequently broken in
Isn't DGA mode being phased out? I been using XPutImage and the XVidMode
extension to provide fullscreen instead. Only problem being you have no control
over when the image is actually copied to the display, so tearing results,
unless someone else here would like to enlighten me...
On Thu,
If you want tearless rendering you should be flipping. Ie. render
to a non displayed portion of the framebuffer, then call XDGASetViewport
to display it after the copy is finished. See the DGA test apps at
http://www.xfree86.org/~mvojkovi/, specifically texture.tar.gz.
If the texture and skull
What mechanism are you using to sync to vertical retrace?
Also, the for loop you provide is not going to be very fast code
for copying the buffer, at least not in my experiences. Try using
something like memcpy() for the bulk of the copying, perhaps a memcpy()
invocation per horizontal line. May
Hi guys! We're developing a DGA program that render full screen at 1280x1024 16
bpp 15fps the video image read from a sony camera, but we're experiencing
tearing artifacts during rendering. This is a part of the code that copies the
data to the frame buffer:
void CAM_APP::DisplayImage_NoPartial
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