On 12/5/05, Roderick Colenbrander <[EMAIL PROTECTED]> wrote: > > Atleast on my system StarCraft was really unplayable while the game is > supposed to run on a 20x slower system (pentium90). Perhaps the problem is > video driver related as I think the issues are less severe for Ati users. > (thought I heard this but not sure)
Well I am using a 1.9 Ghz Athlon XP Barton 2600+ with an ATI 9200 with DRI. Don't know if it makes a difference. > > > The code won't work for cards without hw accelerated opengl but note that > most cards these days have opengl support. A simple Riva TNT is already > quite old but is still supported on Linux and it should do a fine job only > it can't handle the palette conversion. I haven't tested performance much > using Mesa, I could try that soon using some games but it doesn't have to be > slower than the current code as Mesa uses Xlib too in the indirect case. In > general about all cards these days have some form of opengl support (intel, > via, ati, nvidia, ..) perhaps only the latest S3 GPUs and perhaps some sis > ones (thought some have drivers) lack support. Note that cards don't need > much functionality at all as OpenGL is only for the uploading of textures > and the rendering of them. > > I think the patch is a reasonable solution to work around various depth > conversion problems. For sure it is the fastest way for the conversion as > the videocard basicly does it for free. On my system StarCraft and the > Command&Conquer series (although they crash quite quickly due to threading > issues) felt a lot faster, I think that the speed is close to that of DGA. > > Roderick > Yes, it is a reasonable solution for todays machines which should all have some kind of opengl acceleration support.