On 10/29/06, xiaoshuxing <[EMAIL PROTECTED]> wrote:
>     I mean, when the pipelines have finished rasterizing the vertices and
> store the pixels into the framebuffer, all the data are in the memory,
> nothing is displayed on the screen, my question is which function is invoked
> to display those pixels on the screen so that we can see.

Ok, maybe I'm misunderstanding you, but the framebuffer *is* the
screen. The video card has an engine which reads values from the
framebuffer and generates a signal to update the screen.

If the framebuffer is at address 0xA0000000 and you write a 0xFFFFFF
to that location, you get a white pixel on the top-left corner of the
screen (assume the video card has had the framebuffer appropriatly
configured).

Sometimes you have more than one framebuffer, so you write to one and
then tell the video card to display that framebuffer from now on.
There is always a current framebuffer.

>     I don't know whether I've show my problem clear or not. I just want to
> learn how OpenGL interact with the graphics card and the Operating system
> through this great work (Mesa) you've done.

All the OS does is give access to the video card and the framebuffer,
and the 3D engine simply draws to the framebuffer. That's all the OS
needs to do really....

Have a nice day,
-- 
Martijn van Oosterhout <[EMAIL PROTECTED]> http://svana.org/kleptog/

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