On 12/5/05, Roderick Colenbrander thunderbird2k@gmx.net wrote:
Atleast on my system StarCraft was really unplayable while the game is supposed to run on a 20x slower system (pentium90). Perhaps the problem is video driver related as I think the issues are less severe for Ati users. (thought I heard this but not sure)
Well I am using a 1.9 Ghz Athlon XP Barton 2600+ with an ATI 9200 with DRI. Don't know if it makes a difference.
The code won't work for cards without hw accelerated opengl but note that most cards these days have opengl support. A simple Riva TNT is already quite old but is still supported on Linux and it should do a fine job only it can't handle the palette conversion. I haven't tested performance much using Mesa, I could try that soon using some games but it doesn't have to be slower than the current code as Mesa uses Xlib too in the indirect case. In general about all cards these days have some form of opengl support (intel, via, ati, nvidia, ..) perhaps only the latest S3 GPUs and perhaps some sis ones (thought some have drivers) lack support. Note that cards don't need much functionality at all as OpenGL is only for the uploading of textures and the rendering of them.
I think the patch is a reasonable solution to work around various depth conversion problems. For sure it is the fastest way for the conversion as the videocard basicly does it for free. On my system StarCraft and the Command&Conquer series (although they crash quite quickly due to threading issues) felt a lot faster, I think that the speed is close to that of DGA.
Roderick
Yes, it is a reasonable solution for todays machines which should all have some kind of opengl acceleration support.