Frank Worsley wrote:
>
> Ok, since I sent this last time from Outlook without switching to plain-text mode I
>will try this again.
>
> As I understand it the supported resolution for 3D acceleration depends on the
>graphics cards memory capacity. If this is the case, and also if it is the same for
>all cards maybe someone would feel inclined to produce a matrix that outlines this
>for the DRI webpage.
>
> A lot of newbies install the DRI and then try to use it at some super-high
>resolution they have been using previously for 2D only. Of course it doesn't work and
>then they have to figure out why. A matrix explaining this on the site would be very
>cool. In the meantime I will add a FAQ item explaining the problem.
It might be a big matrix.
Could we ask users to do some simple arithmetic in order to
compute memory requirements for themselves?
For example: if the screen size is W x H pixels and they're running
at 16bpp (2 bytes/pixel) then the frame buffer memory required will
be about:
Front buffer: W * H * 2 bytes/pixel
Back buffer: W * H * 2 bytes/pixel
Z buffer: W * H * 2 bytes/pixel
--------------------------------------
total: W * H * 6 bytes
Or for 32bpp: (32bpp color usually implies 32 bits for Z and stencil)
Front buffer: W * H * 4 bytes/pixel
Back buffer: W * H * 4 bytes/pixel
Z/Stncl buffer: W * H * 4 bytes/pixel
--------------------------------------
total: W * H * 12 bytes
If this total is within 1 or 2 megabytes of the card's memory capacity
then they won't have anything left for X pixmaps or OpenGL textures
and should try a smaller screen size or pixel depth.
-Brian
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