man, 04.08.2003 kl. 20.05 skrev Ian Romanick: > I think the conclusion was that as a tool for anything other than > development / debugging, such a thing was not terribly useful.
Then I beg to differ. Many advanced 3D engines can switch between several types of texture rendering techniques depending on what the hardware can support. It has nothing to do with debugging, since this is all about making an application or game give maximum performance on any *user's* system, not on the developer's system. Perhaps the idea of having apps automatically tune themselves to the user's system is an unheard one for the DRI, but it's not in the real world. For example, I believe the Max Payne engine could scale itself from taking advantage of any cool environment-mapping features present in a high-end graphics card, through relatively simple and flat graphics on a low-end card, and even all the way down to doing its own software rendering on a 2D card (at least the version of MAX-FX used in 3DMark2000 could). I'm also pretty sure that the Grand Theft Auto 3 engine is similarly adaptable to the texturing capabilities of the user's system. And the fact that some Linux games have also a need for this feature, which they've worked around by checking vendor/renderer strings, should also have spoken for itself. > The problem with it is, especially in the case of the MGA, changing one > subtle thing (like changing the texture constant color from 0x00ffffff > to 0x00ffff00) can change whether or not there is a fallback. I don't > think that apps should or would, at run time, detect these types of > things and change their behavior. But Direct3D allows them to do exactly that, and this facility is *used*. A lot. Maybe you don't like it, but game developers are not interested in having users complain about "your game runs like crap on my G400, but it runs quake3 fine, can't you program?" if they can avoid it by simply checking at runtime that "using this nifty texturing method causes a software fallback in the user's driver, probably because of hardware limitations, switch to this other less cool method instead", and thus get a decent framerate even on low-end cards, and still be able to take advantage of high-end cards. > Either it needs a constant color of > 0x00ffff00 or it doesn't. If you mean the app, then this is a naive view. In most cases, the engine may not *need* such a constant color, it can work fine without it, it'll just disable the particular effect that needs it, or replace it with a less realistic and less demanding one, or just a more compatible multipass technique, as software fallbacks are still worse. But it'd still be nice for the engine to know when this constant color does *not* cause a software fallback, so that the more demanding technique can be used if the user upgrades his card. Just look at GTA3 to see how important this is - it does not have *any* 3D options whatsoever - it's designed to Just Work on the user's system, autodetecting its capabilities and tuning itself to it. And Direct3D lets it - why can't OpenGL implementations be as end-user-friendly? Can Linux really win on the desktop if 3D games can't be made this simple? ------------------------------------------------------- This SF.Net email sponsored by: Free pre-built ASP.NET sites including Data Reports, E-commerce, Portals, and Forums are available now. Download today and enter to win an XBOX or Visual Studio .NET. http://aspnet.click-url.com/go/psa00100003ave/direct;at.aspnet_072303_01/01 _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel