[…]
GL_LINES are hardware accelerated at least on every Nvidia card
starting with the geforce (and GL_LINES are especially fast on high
end OpenGL hardware).
Yep - only unless I’m remembering wrong, you had to mess with the
registry or otherwise enable the feature, because the early
"consumer" drivers would use the s/w fallback by default.
I guess that was some sort of trick to get serious users to buy Quadro
cards instead, but soon, Google would come up with a couple of
suggestions for anyone wondering where the advanced features went.
It was already the case with TNT2, IIRC, but
I can’t say for sure.
I have no idea about those cards, but I would suspect you have to use
one of the later drivers that always use all available h/w features.
About the original problem, there might be some solutions :
- use thin rectangles for horizontal/vertical lines, that way
you’ll get hardware acceleration if available
- add an SDL interface for drawing lines with an accelerated
capability flag
That might be interesting for 1.3 maybe - but I have a few questions:
1. How many other targets (beyond OpenGL and Direct3D)
can accelerate lines?
2. How about antialiazed lines, width control,
gradients and stuff? How far would we take it?
(No problem with glSDL or some future "D3DSDL",
but can any other target accelerate that?)
Software line rendering will kill glSDL performance anyway, so it
should be avoided at all costs.
Yep… (Requires locking of the display surface, which means full
screen copying back and forth. Not much we can do about that, AFAIK.)
//David Olofson - Programmer, Composer, Open Source Advocate
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| Free/Open Source audio engine for games and multimedia. |
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— http://olofson.net — http://www.reologica.se —On Tuesday 07 October 2003 23.59, Stephane Marchesin wrote: