Over the weekend I played with hardware scaling of RGB surfaces using
the mga's TexturedVideo code.  Works pretty nicely (except I'm not sure
yet how to fix the tearing).

  This method is advantageous over the OpenGL interface because we can
scale 565 surfaces and we don't need to copy the full power-of-two
texture size (afaict).

  However, enabling TexturedVideo disables both DRI and BES overlays.  I
bet I could get both the BES and TexturedVideo working at once, but I'm
not sure where to begin with the DRI stuff.  Do I just need to add locks
in the appropriate places, or do I also need to allocate texture memory
through the DRM?  I'm stuck on this one.

-- 
Billy Biggs                     [EMAIL PROTECTED]
http://www.billybiggs.com/      [EMAIL PROTECTED]
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