Re: [Mesa-dev] OPENGL/MESA

2000-01-27 Thread Stephen J Baker

On Wed, 26 Jan 2000, mitch wrote:

 I think that the good parts of Opengl should be merged to the bad parts
 of mesa. Also, is there anyway to squeeze some more speed out of mesa?
 It seems that mesa is a good 8 to 10 FPS slower than Opengl with most
 apps and is much slower for low resolutions.
 
pet hate

  That's a meaningless statement.

  If your application is running at 200fps and it gets 8 to 10 fps
slower, then it'll take 4 to 5% longer to render a frame (big deal!).
If your application is running at 11Hz and it gets an 8 to 10 fps
slowdown then it'll take between 3 and 10 times longer to render a
frame. (YIKES!!!)

  A *relative* FPS reading really doesn't tell us much.

  Also, unless you say *which* other OpenGL and on which platform,
(and for which specific resolutions) there is zero information content.

/pet hate

 Georgia Institute of Technology, Physics  Computer Science major

Yikes!  I'd have hoped for a more scientific report!

Steve Baker(817)619-2657 (Vox/Vox-Mail)
Raytheon Systems Inc.  (817)619-2466 (Fax)
Work: [EMAIL PROTECTED]  http://www.hti.com
Home: [EMAIL PROTECTED] http://web2.airmail.net/sjbaker1



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Re: [Mesa-dev] OPENGL/MESA

2000-01-27 Thread ralf willenbacher

Stephen J Baker wrote:

 
   Also, unless you say *which* other OpenGL and on which platform,
 (and for which specific resolutions) there is zero information content.
 
dont forget the compiler issue..
gcc and friends are made for portability
visual c/c++ 5.0 is only made for wintel and it spills out very
optimized assembler code..
its ~15% faster.. maybe ? someone can test this ? is it testable ? :)

-- 
ralf willenbacher ([EMAIL PROTECTED])


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Re: [Mesa-dev] OPENGL/MESA

2000-01-27 Thread Holger Waechtler


Hi everybody, 

has anybody of you build Mesa with Visual C for glide ? And compared this
with 3dfx' OpenGL driver ?

- Holger



On Thu, 27 Jan 2000, ralf willenbacher wrote:

 Stephen J Baker wrote:
 
  
Also, unless you say *which* other OpenGL and on which platform,
  (and for which specific resolutions) there is zero information content.
  
 dont forget the compiler issue..
 gcc and friends are made for portability
 visual c/c++ 5.0 is only made for wintel and it spills out very
 optimized assembler code..
 its ~15% faster.. maybe ? someone can test this ? is it testable ? :)
 
 -- 
 ralf willenbacher ([EMAIL PROTECTED])
 
 
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Re: [Mesa-dev] OPENGL/MESA

2000-01-27 Thread Neal Tringham

Holger Waechtler [EMAIL PROTECTED] writes

Hi everybody, 

has anybody of you build Mesa with Visual C for glide ? And compared this
with 3dfx' OpenGL driver ?

Mesa 3.1 / 3.2 for 3dfx / Windows support?  Yes.

My results with a recent 3.2 build are:

1) Mesa 3.2 is generally a little slower than 3dfx's own drivers, at
least for my game and for Quake 3.  The actual slowdown varies from
around 2% (on a Banshee in a Pentium II, Windows 98) to 20% or so (on a
Voodoo 2 in a Pentium II, Windows 95).

2) The visual quality of Mesa, at least for my game, is notably
superior.  For example, I see tears in distant geometry with 3dfx's
current driver, but not with Mesa (I use the full OpenGL geometry
pipeline).  I also have a problem (almost certainly a bug, in fact:-))
with bilinear interpolation of alpha texels and alpha testing with
3dfx's drivers which doesn't occur with Mesa.

3) Both sets of drivers have crash bugs with my application, but
different ones.  The 3dfx "standalone" driver (3dfxvgl.dll, for Voodoo
1, 2 and Rush only) crashes for me whenever I use it on a Pentium III.
Quake 3 doesn't crash in the same situation, incidentally.  Mesa 3.1 and
3.2 appear to crash very early on any Voodoo 1 or Rush card, no matter
what the processor or the Windows version, both with my game and with
standard demos.

I'm currently attempting to track down the crash bug I'm seeing with
Mesa on Voodoo 1 and Rush hardware under Windows.  Unfortunately, the
best way to do this is apparently to run with a Glide version which has
debugging enabled, and the Glide source code release (due to various
licensing issues) doesn't actually contain the code necessary to build
Glide for Windows.  I'm currently attempting to persuade 3dfx to give me
a prebuilt binary of Glide 2.x for the Voodoo 1 on Windows with
debugging enabled, should they find one in an archive somewhere:-)

I'll report back to the dev list if I actually manage to get any more
information on the Mesa crashes.

Neal Tringham (VX)
([EMAIL PROTECTED])



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Re: [Mesa-dev] OPENGL/MESA

2000-01-26 Thread dek

mitch writes:
I think that the good parts of Opengl should be merged to the bad parts
of mesa. Also, is there anyway to squeeze some more speed out of mesa?
It seems that mesa is a good 8 to 10 FPS slower than Opengl with most
apps and is much slower for low resolutions.

Exactly which implementations are you comparing here?  Mesa-3.1 vs. MS's
OpenGL that comes with Windows?  Or with SGI's sample implementation?
On what platform?


Dave
-
Email: [EMAIL PROTECTED]   David Konerding   WWW: http://picasso.ucsf.edu/~dek
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Re: [Mesa-dev] OPENGL/MESA

2000-01-26 Thread mitch

I guess my comparision isn't 100% valid but it is a bit. I'm comparing quake3 in
linux with mesa 3.3, and 3.2 with that of quake3 in windows with opengl. There
is the issue that I'm not using SSE in linux but this was still the case when I
was on my P2. The decrease in FPS could not be mesa but it's the most likely
case. I'm not a gaming cowboy either so I don't really care about "My FPS" but
it's good for testing mesa. Games have always pushed the standards.


[EMAIL PROTECTED] wrote:

 mitch writes:
 I think that the good parts of Opengl should be merged to the bad parts
 of mesa. Also, is there anyway to squeeze some more speed out of mesa?
 It seems that mesa is a good 8 to 10 FPS slower than Opengl with most
 apps and is much slower for low resolutions.

 Exactly which implementations are you comparing here?  Mesa-3.1 vs. MS's
 OpenGL that comes with Windows?  Or with SGI's sample implementation?
 On what platform?

 Dave
 -
 Email: [EMAIL PROTECTED]   David Konerding   WWW: http://picasso.ucsf.edu/~dek
 -

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--
Mitch Allmond
Georgia Institute of Technology, Physics  Computer Science major
[EMAIL PROTECTED]
lca13.eastnet.gatech.edu
"God does not play dice, but I do"





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Re: [Mesa-dev] OPENGL/MESA

2000-01-26 Thread Keith Whitwell


The code that makes windows opengl fast isn't included in the SI released by
SGI.  Additionally, the driver you run on windows will have large amounts of
effort expended by the IHV on tweaking for the particular hardware, in
addition to the optimizations not included in the SI.  

mitch wrote:
 I guess my comparision isn't 100% valid but it is a bit. I'm comparing quake3 in
 linux with mesa 3.3, and 3.2 with that of quake3 in windows with opengl. There
 is the issue that I'm not using SSE in linux but this was still the case when I
 was on my P2. The decrease in FPS could not be mesa but it's the most likely
 case. I'm not a gaming cowboy either so I don't really care about "My FPS" but
 it's good for testing mesa. Games have always pushed the standards.


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