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 system, won't find any nvidia's here.  I chose VESA because it seems
to be the easiest way to get higher than vga resolutions reliably on
the target hardware... going this route tosses acceleration capabilities
out the window hence the strive to use direct framebuffer rendering (at
least when linear framebuffer is available).

It may be passe, but it's the fastest method (and oh so beautiful) I've managed
to wring out of my p133 development workstation.

Does this glx method provide great results even on Xvesa non-nvidia
systems?

Also, I was not aware that the flat panels had this vertical retrace
issue... one of my test machines has a 18" flat panel and it was tearing
like crazy when I just did a vga_waitretrace() before doing the page
flip.  However it should be noted, that after switching to Abrashes
method of polling the display enable bit before performing the flip and
then waiting for retrace has eliminated all tearing on the flat panel
display... this was tested in 640x480 800x600 1024x768 and 1280x1024
the native resolution of the panel.  It has however, caused some tearing on
my 133 w/matrox on a CRT where before there was none...  this I suspect
is a matroxism though.

Thanks for the replies, this thread has been prettty informative thus
far.

Cheers.

On Sat, Nov 27, 2004 at 01:56:44PM -0800, Mark Vojkovich wrote:
>    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 framebuffer rendering because
> rendering to system memory is cached, and glDrawPixels uses DMA,
> and if the __GL_SYNC_TO_VBLANK environment variable is set,
> glXSwapBuffers will sync to vblank regardless of whether you
> are rendering to full screen or a smaller window.
> 
>    This would be the most portable method, and I would hope
> all OpenGL implementations have a way to do vblank-synced
> swaps by now.
> 
>                               Mark.
> 
> On Sat, 27 Nov 2004 [EMAIL PROTECTED] wrote:
> 
> > 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 is page flipping when linear frame buffer is supported.
> > However, it took some vga hacks to reliably sync before the flip (just
> > waiting for retrace doesnt work, I duplicated the Abrash-documented method
> > reading the vga status port and waiting til it is mid-scan (display enable)
> > to set the start address then waiting for retrace to ensure the new offset
> > gets a draw in).
> >
> > It's working fine on all my test machines which it would tear on before I
> > implemented the Abrash method (previously I just waited for vertical
> > retrace then flipped the page), but now it tears on the only box the old
> > approach worked flawlessly on :(  It looks like my matrox millenium II
> > notices when you change the display start address mid-scan and
> > demonstrates this with a regular (every frame) tear.  My Abrash books say
> > to set the address while the display is enabled as it's supposed to have
> > latched onto the last start address for the duration of the scan... grr.
> >
> > Any suggestions would be much appreciated, I know this is a bit of a
> > thread-hijack but it's somewhat related to Eugene's question.  I've been
> > considering going down the DGA route and adding X to the mix due to
> > the problems I've been encountering...  I'm just not sure it will solve
> > all the problems, and will probably add new ones.
> >
> > Thanks in advance for any input, I'm sure many of you have had to deal
> > with similar issues.
> >
> >
> > On Thu, Nov 25, 2004 at 11:38:17AM -0800, Mark Vojkovich wrote:
> > >    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 demos aren't tearless, there is a bug in the
> > > DGA driver support for your card.
> > >
> > >
> > >                   Mark.
> > >
> > > On Thu, 25 Nov 2004, Eugene Farinas wrote:
> > >
> > > > 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(unsigned char* offset)
> > > > {
> > > >         register int j;
> > > >         register unsigned long caddr = (unsigned long) offset;
> > > >       for(j=0; j<iSize; caddr+=2,j++){
> > > >       *( (unsigned short*) caddr ) = sTable[g_pBuf[j]];
> > > >       }
> > > > }
> > > >
> > > > Where the offset is the start of the buffer destination, and g_pBuf is 
> > > > the data captured from the camera. we've tried copying the data during 
> > > > vertical resync but we're still experiencing tearing on the image. 
> > > > We're using an AMD gx2 geode processor w/ 128 mb ram and 8mb vram. I 
> > > > would like to ask your help in removing the tearing artifacts. Thanks.
> > > >
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> > > >
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