I checked with DFB 1.3.1 this time, in case this time it worked. Still
nothing...
Has anyone else been playing with DirectFBGL? Any success?
I am still getting the 'XShm' error...
O/H Denis Oliver Kropp έγραψε:
George Tsalikis wrote:
O/H Denis Oliver Kropp έγραψε:
George Tsalikis wrote:
Is it usable? May i draw with OpenGL on a DFBSurface? If so could i have
an example?
Look at the examples in the DirectFBGL package.
You can render to any DirectFB surface using RGB32 or ARGB.
I'll also add a way to use any DirectFB surface as a texture as well.
Internally, this is working already, but there needs to be a public API.
All software fallbacks and other CPU access works as well using up- and
downloads of texture data to synchronize between the directly addressable
system memory buffer and the "hidden" texture/pixmap data.
In 1.3.0 this is using full transfers, but I'll commit the 1.5.0 (pre-2.0)
branch shortly which does partial validation and invalidation of allocations
based on operations being performed, e.g. df_andi is a very good test case.
Only the penguins are rendered in software. With just a few penguins the
transfer is limited to those few areas (in both directions). My framerate
went from 40-80 fps in the beginning up til 800 fps now (with a few penguins
running accross)...
It is really a lot that changed already and I need to finish some more things
before the +10326/-1996 diff (as of now) can go public :)
Multi Vendor Trans API made easy... :-D
It doesn't work so far. this is the typical error:
http://pastebin.ca/1239941
What does glxinfo say?
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