Quote:Someone missed the point. It was the MesaGL used to create a software renderer OpenGL.
Then it's not MesaFX! And it's definitely not MesaGL! *FX is a pseudo-notation for Mesa with 3dfx driver. And *GL is a notation misunderstood by people! Mesa should suffice in your case. I would have understand better! It is admirable that someone tries to evaluate the foundation of Mesa, core-level bugs! But then again, it's Mesa we're talking about, not a specific driver.
Quote:There is a mentioning inside the package that states that DDraw Acceleration could be used... And when using a Glide app with and without DDraw acceleration, there is a BIG performance difference. The same shall be with Mesa.
Mmmm! I doubt this states true for Glide! Even though I worked on HW issues inside Glide3x at SourceForge, I "missed" the win32-specific crap.
Quote:Next, in every app I know, if it used 3DNow!, you get 5fps more if having hardware acceleration available, so, given the complex math computed, 2fps more in software renderer should happend in all the OpenGL apps, as oposed to the old SGI-OpenGL.
Then perhaps Mesa without 3DNow is even slower. That's life sucks. Have you done a comparative test?
Quote:Why that? As an example of speed boost, look at MS-OpenGL, and SGI. In every app, the SGI is faster by a serious margin, making beyond 5fps increases in 320x200 resolutions. So, it is possible.
Yep! True! Read above!
Quote:There are lots of warnings regarding the variable types been switched, and to amaze you, it was on a real monitor when compiling, and not on a TV.
I am amzed, indeed!
Let me guess: you compiled with M$VC eh? Not that gcc is MUCH cleaner... anyhow, the last thing you need to worry, is the typecasting right now...
Quote:Serious problems still exists with the OpenGL compliance for Mesa, as of QuakeGL. The Tenebrae Quake mod, is working good until: "41 Meg of data.... vertices...". So let's face it: Mesa has lots of problems, but it is admirable that is the first ever attempt at implementing OpenGL features after SGI.
Yeah, let's face it! 3dfx concentrated too much on Quake stuff. That's why their DLL fails on many new games. Yeah, Mesa has bugs, I admit! Feel free to contribute on Mesa mailing lists. In time, if you get really skilled and earn Mesa gods' respect, you may become a real developer with CVS access -- just like I did!
Quote:For sure, MesaGL was many, many ours of work, and it is a fantastic result. But problems here and there can get to 3dfx OpenGL support, and this is worse, because tracking down the problem on specific hardware is much more time consuming, than on a generic platform as the OpenGL software renderer is at this point.
Yes, tis true. But, you see, to get to a specific bug, you (very often) need a complex application. It is a killer to run such a program using software renderer. Believe me, I tried it with GLExcess! Yes, I fixed a vertex generation bug, but i had to wait 5 minutes to get to buggy scene using SW renderer (the DOS SW renderer, actually -- which is actually faster than the current Win32 SW renderer).