On Tue, 9 Apr 2002, Keith Whitwell wrote:

> Ian Romanick wrote:
> > 
> > On Sat, Apr 06, 2002 at 09:42:36AM -0700, Brian Paul wrote:
> > > Ian Romanick wrote:
> > > >
> > > > Also, I just noticed that when Maya starts up it logs the following message
> > > > in its "script editor" windows.  It repeats four times.
> > > >
> > > > // Warning: Unable to get OpenGL visual with a depth buffer, trying without //
> > > >
> > > > What would be the easiest way for me to figure out exactly what type of
> > > > visual it is trying to get?
> > >
> > > Modify glXChooseVisual() to print the attribute tokens/values as the list
> > > is parsed.  It would be interesting to know what it's looking for.
> > >
> > >
> > > >  This may not be important because it only
> > > > happens when I run w/a 16-bpp display.
> > 
> > The issue is that Maya is requesting at least 23-bits of Z-buffer.  In
> > 16-bit mode, we only have 16-bits of Z-buffer, so it can't find a visual.
> > On the Radeon, is depth bpp == color bpp a hardware limitation or just the
> > way the drivers were done?
> 
> Probably just the way it was done.  It would be fairly easy to allow an
> XF86Config option for zbuffer depth, but quite a bit more work to support 16
> and 32 bpp side-by-side.

We talked about this a bit at yesterday's IRC.  The mach64 can only use a
16-bit depth buffer, even with a 32bpp framebuffer, so I'm also interested
in this.  I couldn't see a way to request a smaller buffer from the XFree
framebuffer manager (currently we allocate a 32-bit depth buffer, but are
only using 16-bit z-buffer depth).  It looks like the utah-glx driver was
able to accomplish this since it's managing it's own buffers.  Most of the
drivers seem to have a comment in the ScreenInit of the DDX driver about,
"When we move to dynamic allocation of back and depth buffers...".  Could
anyone explain what the plan was regarding this?

-- 
Leif Delgass 
http://www.retinalburn.net



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