[Plib-users] Re: [Flightgear-users] ..ran '/usr/local/bin/gl-info'...
Brought to you by:
sjbaker
From: Arnt K. <ar...@c2...> - 2001-08-05 20:13:44
|
.Jacek, Cameroon and Curt, it appears I have a mean combination of poorly supported video card and Red Hat Linux 7.1. According to ATI, mach64 is not on ATI's "todo list", not even for wintendo. Xfree86.org and the DRI-people are looking for people who can do mach64 acceleration. ""Øyvind Hagen\" \"" wrote in norwegian, and I translated: > > In article <3B6...@c2...>, "Arnt Karlsen" <ar...@c2...> > wrote: > > ..how much texture memory do you feel a flightsim needs, > > out of my 8 MB vram, as a starting point? ..here I'd like input on FlightGear requirements > Like I said, this is hard to know in advance. Some programs > (like gears) use none, while other programs use more than 40 MiB. > Most OpenGL programmer usually do reasonable texture handling, > only keeping the neccesary textures in the video card memory. > However, some drivers fail here. > > Texture compression is also nice when you're low on vram, > but I dont see ATI Rage supporting this.(couldnt see any > such extention mentioned when you ran glinfo.) > > Remember that you will be able to play the game even if you > dont have enough vram to hold the textures. You only get > lower performance as textures are fed from AGP/system memory. > > > Øyvind Hagen wrote in norwegian, and I translated: > >> Consequently you cannot run ATI Rage at 1600x1200x16bpp with > >> HW-accelleration. 3 x 1600 x 1200 x (16bpp/8) = 11250KiB > 8MiB > >> ^ stencil- & Z-buffer + 2 > >> color buffer > > > > ..the "2" became a "3". What is it? > > I forgot Z- & stencil buffers in my last calculation. > > > ..3x800x600x(16/8)=2.75 MB + texture memory on top of that? > > Yup, this is what you should go for. Run 800x600x16 on your other X > server. > > > ..a 50/50 split between texture and everything else -> 964x724. > > > > ..another possibility is 1280X1024, which needs 7.5 MB vram and gives 512 kB > > texture memory? > > Believe me, far below what you need... > > > ..anyone else who know/have heard/believes/feels anything about > > other buffers than those Øyvind has mentioned, which are suppprted > > by ATI Rage IIC agp 8MB??? > > ATI Rage, afaik, supports _only_ front & back buffer, Z-buffer & > stencilbuffer. > > Other nice handy buffers include accumulations buffer, pbuffer, multi > color buffers. Then fun extras include extra set of font & back buffers > which can be used for stereoscopic effects (3D with LCD glasses) or > regular red/blue 3D glasses. All these buffers are supported by the > more mature cards. > > Remember, we only speak of _hardware_ buffers. Some of these buffers > available for ATI Rage, but only in SW( which defeats the whole point.) > > > > ..X v4.x.x appears to make its own modelines on the fly. > > How do I overrule the modeline generator in X v4.1.0? > > No idea. > ..to fill in the good people of the FlightGear, plib user mailing lists and news:no.it.os.unix.linux.diverse: ..os: Red Hat 7.1 with all known erratas to date, I run XFree86-4.1.0-0.9.1 from rawhide at 1600x1200x24bpp@60Hz on a 8MB ATI Rage IIC agp card, screen is an half burned Sony GDM-2038 that needs a custom modeline to "yaw" it back in, from 1/3 out. ..this "yaw" trick is needed for _all_ modelines. -- ..med vennlig hilsen = with Kind Regards from Arnt... ;-) Scenarios always come in sets of three: best case, worst case, and just in case. |