Hello there,
I have just finished parrallelisation of Mesa vertex transformation and
found that as the Vertex buffer is quite small (~100 verticies to the nearest
order of magnitude) twhen using SMP vertex transformation you get no
noticable performance gain because of the parrallelisation overhead. If the
vertex buffer was larger ~1000 parrallelisation would be advantagous.
Im now writing an interface layer that passes all ogl routine calls to
another thread, there by running OGL on one thread and the client on another.
This should improve performance on Q3A and other games like that.
The other thing that got me thinking was this: I went the the ideal home
exhibition in London over the w/e and got sight of the new I-macs; they
aparently don't use vesa drivers for thier desktop, but use the 3D engine
instead. This got me thinking about the console DRI port that some-one has
already done. If you can get DRI to run from the console, would it be
possible to write and X driver using OGL/DRI (I know that this may defeat the
idea of DRI, but then again it may not....). Have people like Keith, Brian
and Daryll got any idea if it will run any faster/slower than vesa/svga
drivers and if any 3-D like special effects would be easy to encorperate into
the OGL X driver.
Thanks for your time
Andy
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