tag:blogger.com,1999:blog-21348073.post114025905970740795..comments2007-04-18T04:48:17.644+02:00Comments on behold: Rudolf's corner: nVidia 3D: back on Mesa 3.4.2Rudolf Cornelissenhttp://www.blogger.com/profile/14149827140103426742noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-21348073.post-1140682156980997752006-02-23T09:09:00.000+01:002006-02-23T09:09:00.000+01:00Rudolf:yes you are doinig a greate work :)what wou...Rudolf:<BR/><BR/>yes you are doinig a greate work :)<BR/><BR/>what would help you in your work?ModeenFhttp://www.blogger.com/profile/09098195837928142981noreply@blogger.comtag:blogger.com,1999:blog-21348073.post-1140629993456954152006-02-22T18:39:00.000+01:002006-02-22T18:39:00.000+01:00BTW:Using trilinear filtering as compared to 'stan...BTW:<BR/><BR/>Using trilinear filtering as compared to 'standard Q2 filtering' does not slow the engine down one bit: it seems the speed bottleneck sits somewhere else... ;-)Rudolf Cornelissenhttp://www.blogger.com/profile/18430393737409854118noreply@blogger.comtag:blogger.com,1999:blog-21348073.post-1140629755039168392006-02-22T18:35:00.000+01:002006-02-22T18:35:00.000+01:00ModeenF:The switch to current Mesa is relatively h...ModeenF:<BR/><BR/>The switch to current Mesa is relatively hard. The change was _after_ version 3.4.2 (3.5 is different).<BR/><BR/>Mesa 6.2.1 is the youngest version that runs on BeOS AFAIK: 6.3 added some stuff that needs looking into (said Philippe Houdoin, maintainer for BeOS AFAIK).<BR/><BR/>So you can already use that version. The problem is to rewrite and plugin the current old style nVidia driver.<BR/><BR/>I'll be looking into that subject again anyway someday. Maybe I'll take the Matrox route instead of VIA (I have 'seperate' cards I could test with on relatively fast systems).<BR/><BR/>For now I'll concentrate on just a more stable driver with less faults. BTW resizing the viewport works now, so I can rescale the Teapot to fullscreen now :-)<BR/><BR/>---<BR/><BR/>Quake3 would be cool to work on indeed :-) Thanks for the pointer to that site. I really hope someone picks that up and starts working on it.<BR/><BR/>---<BR/>to PS:<BR/><BR/>Me too :)<BR/>It's cool that I seem to be able to dig-in further and further. For instance I am now even looking at mipmap versus trilinear filtering: the driver supports that, but quake2 hangs when you use it at some point. It seems the engine is fed with an illegal setup: the trick is to find out what it is and let the driver check for that, falling back to a lesser quality setting for those setups, so it won't crash.<BR/><BR/>OTOH: we could also be looking at a plain error in Quake2 here (GL_LINEAR_MIPMAP_LINEAR setting).<BR/><BR/>Anyone have any clues here?Rudolf Cornelissenhttp://www.blogger.com/profile/18430393737409854118noreply@blogger.comtag:blogger.com,1999:blog-21348073.post-1140551959702243002006-02-21T20:59:00.000+01:002006-02-21T20:59:00.000+01:00I'm working on an OpenGL project as well, and usin...I'm working on an OpenGL project as well, and using the existing alpha driver on a GF4 MX440. I'm always anxious to see what comes next with this driver development.P.S.http://www.blogger.com/profile/12398524744334852521noreply@blogger.comtag:blogger.com,1999:blog-21348073.post-1140517717713388232006-02-21T11:28:00.000+01:002006-02-21T11:28:00.000+01:00then there is this :)http://icculus.org/quake3/then there is this :)<BR/><BR/>http://icculus.org/quake3/ModeenFhttp://www.blogger.com/profile/09098195837928142981noreply@blogger.comtag:blogger.com,1999:blog-21348073.post-1140517656303644112006-02-21T11:27:00.000+01:002006-02-21T11:27:00.000+01:00"I really hope Haiku will be that big a success......"I really hope Haiku will be that big a success..." me to :)<BR/><BR/>Will the switch to latest Mesa be hard? if I remember correct you have stated that the biggest changes in the api was in 3.4.2 (or somthing like that)<BR/><BR/>I don't know how this is dune but can we port aginst latest Mesa and then magicky have HW 3D support when your latest driver are installed?ModeenFhttp://www.blogger.com/profile/09098195837928142981noreply@blogger.comtag:blogger.com,1999:blog-21348073.post-1140513197755291032006-02-21T10:13:00.000+01:002006-02-21T10:13:00.000+01:00would be cool if more openGL stuff ran on BeOS :-)...would be cool if more openGL stuff ran on BeOS :-)<BR/><BR/>Currently BTW MrX is testing a first pre version of Alpha 4 with modded Quake2 versions to see if he can find trouble (he always can :).<BR/><BR/>I am already convinced that this alpha 4 is going to be the best version I did yet.<BR/><BR/>Thanks for the compliment BTW! I really hope Haiku will be that big a success...Rudolf Cornelissenhttp://www.blogger.com/profile/18430393737409854118noreply@blogger.comtag:blogger.com,1999:blog-21348073.post-1140301775685400962006-02-18T23:29:00.000+01:002006-02-18T23:29:00.000+01:00 I hope this will stimulate people to do some more...<I> I hope this will stimulate people to do some more 3D apps... ;-)</I><BR/><BR/>Well, I'm working on 2 OpenGL projects, and I always make sure that it still builds under BeOS, even though I'm using Windows for development since HW acceleration is nice to have (Radeon here). Since I've already isolated all the platform specific stuff, I dont really have to worry that it wont compile/run under BeOS. It's nice to spend a week working on a certain graphics routine, and then come back into BeOS one week later and the app recompiles without any hickups, and runs under BeOS (at 5 fps and shrinking). <BR/><BR/>Rudolf, when Haiku becomes big (and it will be), you can be sure that nVidia and ATI will use the work you've already done as a starting position for native manufacturer supported drivers. With your intimate knowledge of Haiku, dont be suprised if you become a consultant for them. And if Haiku becomes really big, well, you become a VPI. Well done.Zenjahttp://www.blogger.com/profile/02305555435633855239noreply@blogger.com