Re: [Intel-gfx] [RFC] DRI2 swapbuffers (yes yet again)

2009-05-01 Thread Stefan Dösinger
Am Donnerstag, 30. April 2009 23:25:54 schrieb Ville Syrjälä: > > > Your interval handling seems to be too harsh. In case you wanted > > > something that can implement GLX_SGI_swap_control then AFAICS the > > > interval should only specify the minimum number of frames that must > > > pass between t

Re: DRI2 + buffer creation

2009-04-01 Thread Stefan Dösinger
Am Dienstag, 31. März 2009 22:03:45 schrieb Ian Romanick: > Errthis is a bandaid on a bigger problem. What about 24-bit depth > with 16-bit color? What about when we start to support multisampling? > Etc. If the DDX needs the fbconfig information, why not just give it > the fbconfig? Right?

RE: Please HELP!!! accumulation buffers support FC9

2008-08-08 Thread Stefan Dösinger
> I'm certainly not a great expert in OpenGL, but accumulation buffers > can be quite handy. It seems highly unlikely that I'm the only one using > them. Besides you can find a simple tricks with the accumulation > buffers in every openGL book. I think the more common way is to use frame buffer obj

RE: Texture compression patents

2008-07-21 Thread Stefan Dösinger
> So ALL Radeons can do decompression. Right now we have a system where > we > only upload S3TC textures if they were precompressed (NWN, UT2K4, etc.) > and we have to force the extension on in order to do it. This may be slightly off topic, but I am wondering if there's any way to detect the abili

Re: VRAM vs suspend.

2008-05-30 Thread Stefan Dösinger
Am Freitag, 30. Mai 2008 19:57:32 schrieb Matthias Hopf: > At least on suspend to RAM many GPUs can probably be programmed to keep > VRAM contents alive. In that case you wouldn't have to save that data > as well. It's a bit far fetched and probably out of question here, but Direct3D has the conce

WINEX_provoking_vertex specification proposal

2008-04-21 Thread Stefan Dösinger
GL name: GL_WINEX_provoking vertex Contributors: Stefan Dösinger <[EMAIL PROTECTED]> Summary: This extension allows GL clients to specify which vertex of a triangle determines the color of a primite. This is needed by Wine, a software that implements the Microsoft Windows API, inc