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] _______________________________________________ Xpert mailing list [EMAIL PROTECTED] http://XFree86.Org/mailman/listinfo/xpert
