Re: GLX in bad state
Gavriel State <[email protected]>
| Newsgroups | gmane.comp.emulators.winex.devel |
|---|---|
| Message-ID | <[email protected]> |
>>Nadav Frum wrote: > > The problem with the absence of a render_texture extension is two fold: > > 1. For each texture that becomes a render target WineX creates a pbuffer. > That means double the amount of video memory is used for each such > texture. If you have 20 MB of renderable textures that means that you > need to allocate 20 MB more of video memory. Do not expect to run the > C4 benchmark with a 32 MB video card. That's only if it renders to every texture, which is very unlikely. Most games that do this kind of thing render to 2-3 textures, no more. >>It should be easy enough to estimate the speedup such an extension would get >>by removing the glCopyTexSubImage2D call from X11DRV_GLX_UpdateTexture. > > You are welcome to try and to post your results. I have. There was no noticable difference in performance in the two cases. The problem is somewhere else. Regardless, even if it was an issue, there's little that anyone outside of NVidia, ATI, and the ARB can do about it. And they're already working on something called 'Superbuffers' which will hopefully address this issue. Take care, -Gav -- Gavriel State Co-CEO & CTO TransGaming Technologies Inc. [email protected] http://www.transgaming.com Let the games begin!