OpenGL and Vector (was:Re: FW: XFree86 future)

nicO <[email protected]>
Newsgroups gmane.comp.xfree86.forum
Message-ID <[email protected]>
On Fri, 28 Mar 2003 17:08:35 +0100
James Arthur <[email protected]> wrote:

> On Friday 28 March 2003 16:09, Marco Bubke wrote:
> > What do you mean by real time?
> 
> I mean that sometimes texture data has to be sent to the card in the
> middle of a frame. Obviously, the faster the bus, the faster that data
> can be sent. when rendering a large environment, you can quite easily
> fill up the texture memory, so you need to get rid of textures you
> can't see and load in ones you can. Same with model data and so on,
> especially if it involves a lot of animations.
> 
> > > Oh yeah, rendering to textures. That's another way to flood the
> > > AGP bus.
> >
> > Why. Thats stupid. If you render to texture you render to the memory
> > of the card. Otherwise you could use glReadPixels. Maybe you
> > should read the Überbuffer draft and Real Time Rendering.
> 
> It depends what you want to do with it. Some feedback routines require
> the rendering take place to a buffer, then it be sent back through the
> bus to be processed, then send it back to the card to be rendered.
> 

Sure but, does all widget from Qt or GTK could be cached inside the
video memory? Or even images inside a web browser  (which need to scroll
but don't change "often") ?

And what about svg rendering ? Does this kind of vector picture could
save memorie bandwith ? Could SVG be rendered by current GPU or OpenGL ?
(new sets of icons use them to use zoom feature)

(too many question sorry :)

nicO

> Quite a lot of this is solvable by having a fully programmable GPU.
> 
> --jaa
> 
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