> > A pbuffer is the GL analog of an offscreen pixmap. The spec is at > http://oss.sgi.com/projects/ogl-sample/registry/SGIX/pbuffer.txt > > Currently we have support for pbuffers in indirect contexts only, which are > contexts where the server does the rendering (in our case, in software). > Direct contexts under DRI do not yet support pbuffers. > > Composite enables the compmgr to redirect drawing of a window from the screen > to an offscreen pixmap, for normal X windows. GL windows would have to be > redirected to a pbuffer in a similar fashion. > > > I know how Composite is implemented and I use it in our Project Looking > > Glass, but my knowledge on GL and DRI is basicly as User not a developer > > in DRI. as I will work in this issue I will get slowly inside DRI. > > > >
I will start on it from now on, but I have a small question. is indirect rendering use 3D accelarator for 3D operation or it is all software? for example glxgear use GLX, is that mean it use indirect rendering? APP ---> GLX (libglx) ----> DRI ---> Hardware. (indirect rendering) APP ---> DRI (libGL) ----> Hardware. (direct rendering) is this schema correct? -- Amir Bukhari <[EMAIL PROTECTED]> ------------------------------------------------------- This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 Project Admins to receive an Apple iPod Mini FREE for your judgement on who ports your project to Linux PPC the best. Sponsored by IBM. Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php -- _______________________________________________ Dri-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/dri-devel