Re: Cello/OS X update
From: Kenneth Tilton (ktilton_at_nyc.rr.com)
Date: 11/14/04
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Date: Sun, 14 Nov 2004 19:39:33 GMT
In article <87hdnsgt7i.fsf@Astalo.kon.iki.fi>,
Kalle Olavi Niemitalo <kon@iki.fi> wrote:
> Kenneth Tilton <ktilton@nyc.rr.com> writes:
>
> > Rahul's 9800 Pro runs at 380mhz and has 128mb ram because he was
> > too cheap to spring for 256mb.
>
> I'm still using a Radeon 64 DDR that I once bought for >1000 FIM
> (now 168 EUR).
We better take up a collection for you. :) But of course, my point is
that I do not think you run faster by yanking even the slowest GPU and
making your CPU do the work via MesaGL.
Rahul somehow thought that using Cello /requires/ one to do an insane
amount of rendering. No, your app decides that. Cello just optimizes
rendering, even if you are using MesaGL, by updating the bare minimum at
each frame. Whatever GPU you have is just gravy.
>
> > So... yes, /OpenGL/ draws the whole screen with its own GPU.
>
> Does that work reasonably fast if using X11 over a network?
> I presume it can be implemented efficiently, if OpenGL already
> makes a distinction between CPU and GPU data, but I don't know
> how good the existing implementations are. IIRC, XFree86 had
> trouble with this.
I fear I know nothing of the issues. From first principles, I should
think handling an update event on a remote display by transmitting
nothing more than: "(gl-call-list 42)" would be efficient. I guess the
problem is talking to the GPU while building lists? From first
principles, it is hard to imagine anything more efficient than simply
sending all the gl calls and their parameters over a pipe, especially
when display lists and textures let you move stuff to the GPU once and
then reuse to your heart's content.
>
> > Second, update regions are "dumb". Suppose I have several things masked
> > in part by something which now disappears. Well, all the things masked,
> > however little, must be re-rendered.
>
> That rendering can be very fast if you know the update region and
> cache the rendered contents of containers,...
Sounds like a plan.
> like Borland's Turbo
> Vision did in text modes. I hear such caching is now getting
> fashionable again, for fancy transparency effects (which I guess
> your display lists provide for free).
Display lists are great, but in 3D and with lighting there is still the
rest of the pipeline to be executed, such as bitwise occlusion and
lighting application. So if you are just doing 2D and blitting bits into
the graphics buffer you can go a lot faster. otoh, turn off lighting and
do boring 2D graphics in OpenGL and you scream as well.
Rahul is just a java monkey working for some bank, so he is unaware of
things like games and especially MMORPGs, which have actually cut deeply
into television viewing by males of certain age groups. That means there
will be all the money in the world going into GPUs for years to come.
I am a non-gamer myself, but my drinking buddies down at the pub are all
addicted, and just playing with OpenGL and OpenAL enough to do my
Amazing Spinning Shapes demo for Cello has me feeling like I just
discovered programming and the hires graphics of the Apple II.
OpenGL roolz, and Lisp is about to become the premier cross-platform
OpenGL development platform. Yah, baby!!
kt
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