On Thu, 25 Mar 2004 20:38:43 -0800 (PST)
Alex Deucher [EMAIL PROTECTED] wrote:
--- Felix K_hling [EMAIL PROTECTED] wrote:
[snip]
Don't know which changes that would be. The only thing where the
tiling
of the front buffer would make a difference for normal double
buffered
rendering
--- Felix K#252;hling [EMAIL PROTECTED] wrote:
On Thu, 25 Mar 2004 20:38:43 -0800 (PST)
Alex Deucher [EMAIL PROTECTED] wrote:
--- Felix K_hling [EMAIL PROTECTED] wrote:
[snip]
Don't know which changes that would be. The only thing where the
tiling
of the front buffer would
On Fri, 26 Mar 2004 10:53:40 -0800 (PST)
Alex Deucher [EMAIL PROTECTED] wrote:
--- Felix K#252;hling [EMAIL PROTECTED] wrote:
On Thu, 25 Mar 2004 20:38:43 -0800 (PST)
Alex Deucher [EMAIL PROTECTED] wrote:
--- Felix K_hling [EMAIL PROTECTED] wrote:
[snip]
Don't know
--- Felix K#252;hling [EMAIL PROTECTED] wrote:
On Fri, 26 Mar 2004 10:53:40 -0800 (PST)
Alex Deucher [EMAIL PROTECTED] wrote:
--- Felix K#252;hling [EMAIL PROTECTED] wrote:
On Thu, 25 Mar 2004 20:38:43 -0800 (PST)
Alex Deucher [EMAIL PROTECTED] wrote:
--- Felix K_hling
On Fri, 26 Mar 2004 14:56:31 -0800 (PST)
Alex Deucher [EMAIL PROTECTED] wrote:
--- Felix K#252;hling [EMAIL PROTECTED] wrote:
[snip]
--- ./savagestate.c.~1.12.~ 2004-03-25 12:28:14.0 +0100
+++ ./savagestate.c 2004-03-26 22:56:08.0 +0100
@@ -642,18 +642,11 @@
case
--- Felix Kühling [EMAIL PROTECTED] wrote:
On Tue, 23 Mar 2004 08:16:49 -0800 (PST)
Alex Deucher [EMAIL PROTECTED] wrote:
--- Felix K_hling [EMAIL PROTECTED] wrote:
[snip]
Anyway, the reason is that accelerated 3D rendering only works
with
tiled memory but the front buffer is
Hi Marcin,
Also CCing to Alex, he probably knows more about this.
Currently the driver looks like it's not supposed to render to the front
buffer at all. When single buffering is used, the driver draws to the
back buffer and copies it over to the front buffer after processing a
Mesa vertex
You don't have to copy from the back buffer to the front buffer until
glFlush() or glFinish() are called. That's assuming that
glReadBuffer(GL_FRONT); glReadPixels(...) grabs pixels from the back
color buffer. If that's not true, you'd have to do the buffer copy
before each glReadPixels().
Felix Kühling wrote:
Hi Marcin,
Also CCing to Alex, he probably knows more about this.
Currently the driver looks like it's not supposed to render to the front
buffer at all. When single buffering is used, the driver draws to the
back buffer and copies it over to the front buffer after
--- Felix Kühling [EMAIL PROTECTED] wrote:
Hi Marcin,
Also CCing to Alex, he probably knows more about this.
Currently the driver looks like it's not supposed to render to the
front
buffer at all. When single buffering is used, the driver draws to the
back buffer and copies it over to
Brian Paul wrote:
You don't have to copy from the back buffer to the front buffer until
glFlush() or glFinish() are called. That's assuming that
glReadBuffer(GL_FRONT); glReadPixels(...) grabs pixels from the back
color buffer. If that's not true, you'd have to do the buffer copy
before each
Keith Whitwell wrote:
Brian Paul wrote:
You don't have to copy from the back buffer to the front buffer until
glFlush() or glFinish() are called. That's assuming that
glReadBuffer(GL_FRONT); glReadPixels(...) grabs pixels from the back
color buffer. If that's not true, you'd have to do the
On Tue, 23 Mar 2004 08:16:49 -0800 (PST)
Alex Deucher [EMAIL PROTECTED] wrote:
--- Felix K_hling [EMAIL PROTECTED] wrote:
[snip]
Anyway, the reason is that accelerated 3D rendering only works with
tiled memory but the front buffer is linear.
Software fallbacks draw to tiled surfaces,
--- Felix Kühling [EMAIL PROTECTED] wrote:
On Tue, 23 Mar 2004 08:16:49 -0800 (PST)
Alex Deucher [EMAIL PROTECTED] wrote:
--- Felix K_hling [EMAIL PROTECTED] wrote:
[snip]
Anyway, the reason is that accelerated 3D rendering only works
with
tiled memory but the front buffer is
14 matches
Mail list logo