Weirdness with SDL_GetVideoInfo and Joystick

Thanks, that’s good to know. But my original problem remains unsolved.
Why is SDL insisting on using the x11 driver if my ATI drivers are
properly installed and working correctly? And what about my Gamepad? ;_;

Bob Pendleton wrote:> On Thu, 2004-08-26 at 14:02, Tyler Olsen wrote:

$glxinfo | grep direct
direct rendering: Yes

It works…so then what else could be the problem? And glxgears gives
me around 2,500 FPS (although there appears to be some weird glich every
2 seconds or so).

Glxgears runs full out. It takes up 100% of the CPU. The "weird glitch"
is most likely the OS cutting in and running housekeeping code and
letting other applications run a bit.

That is why it is important for animation code to not use 100% of the
CPU.

  Bob Pendleton

Tyler Olsen - Lead Developer
Hero of Allacrost: http://www.allacrost.org

Thanks, that’s good to know. But my original problem remains unsolved.
Why is SDL insisting on using the x11 driver if my ATI drivers are
properly installed and working correctly? And what about my Gamepad? ;_;

Because X11 controls the video subsystem. X11 uses the ATI drivers to
draw on the screen. SDL, as an application, has to go through X11. That
is the way it works. The OpenGL subsystem negotiates with X11 for direct
access to the 3D hardware, but still has to work with X11 to get a
window, to move a window, to get input…

That is the way the windowing system works.

Sorry, I can’t help you with your gamepad.

	Bob PendletonOn Fri, 2004-08-27 at 16:09, Tyler Olsen wrote:

Bob Pendleton wrote:

On Thu, 2004-08-26 at 14:02, Tyler Olsen wrote:

$glxinfo | grep direct
direct rendering: Yes

It works…so then what else could be the problem? And glxgears gives
me around 2,500 FPS (although there appears to be some weird glich every
2 seconds or so).

Glxgears runs full out. It takes up 100% of the CPU. The "weird glitch"
is most likely the OS cutting in and running housekeeping code and
letting other applications run a bit.

That is why it is important for animation code to not use 100% of the
CPU.

  Bob Pendleton

Tyler Olsen - Lead Developer
Hero of Allacrost: http://www.allacrost.org


SDL mailing list
SDL at libsdl.org
http://www.libsdl.org/mailman/listinfo/sdl

±-------------------------------------+

Richard Smith wrote:

Sam Lantinga wrote:

This is in the FAQ:
http://www.libsdl.org/faq.php?action=listentries&category=2#20

Q: I have an accelerated video card, but SDL tells me that that I

underlying operating system video drivers. If you want hardware
acceleration on Linux, you can use the DGA driver (fullscreen-only,
under X11) or the framebuffer console driver (fullscreen-only, under
the console). See the Linux FAQ for more information on using these

The above seems to be incorrect to me.

I’ve been working with SDL and the framebuffer for an STPC platform.
As far as I can tell the framebuffer code is not really acclearated.

Some cards accelerate blits with fbcon (matrox, 3dfx, nvidia). Some
others don’t.

Some console text operations are acclerated but things like hardware
assisted fills or line drawing are not avalilable to SDL via the
fbcon backend.

SDL doesn’t accelerate line drawing on any platform.

The SDL framebuffer backend has the function call for things like
UpdateRects, FillHWRect, and CheckHWBlit set to NULL.

Look at the SDL_fb3dfx.c, SDL_fbmatrox.c and SDL_fbriva.c files, they
fill in these operations. This is card-dependent since it uses the
kernel-exposed mmio api, and thus adding support for new cards requires
new code.

Stephane

Stephane Marchesin wrote:

underlying operating system video drivers. If you want hardware
acceleration on Linux, you can use the DGA driver (fullscreen-only,
under X11) or the framebuffer console driver (fullscreen-only, under
the console). See the Linux FAQ for more information on using these

Look at the SDL_fb3dfx.c, SDL_fbmatrox.c and SDL_fbriva.c files, they
fill in these operations. This is card-dependent since it uses the
kernel-exposed mmio api, and thus adding support for new cards requires
new code.

Right. I’m just pointing out that I think the FAQ would incorrectly
lead a reader to believe that if you use the framebuffer in fullscreen
you will get hardware accel if it exists in your hardware but that’s not
true.

I have accelerated hardware and I’m using the framebuffer driver for
that hardware in fulscreen but I don’t get hardware accel out-of-the
box. Code support is needed.

Stephane Marchesin wrote:

underlying operating system video drivers. If you want hardware
acceleration on Linux, you can use the DGA driver (fullscreen-only,
under X11) or the framebuffer console driver (fullscreen-only, under
the console). See the Linux FAQ for more information on using these

Look at the SDL_fb3dfx.c, SDL_fbmatrox.c and SDL_fbriva.c files, they
fill in these operations. This is card-dependent since it uses the
kernel-exposed mmio api, and thus adding support for new cards requires
new code.

Right. I’m just pointing out that I think the FAQ would incorrectly
lead a reader to believe that if you use the framebuffer in fullscreen
you will get hardware accel if it exists in your hardware but that’s not
true.

We now have a wiki and the wiki has a FAQ page. Please, go to the wiki
and either create or update the FAQ to reflect these facts.

	Bob PendletonOn Sun, 2004-08-29 at 17:53, Richard Smith wrote:

I have accelerated hardware and I’m using the framebuffer driver for
that hardware in fulscreen but I don’t get hardware accel out-of-the
box. Code support is needed.


SDL mailing list
SDL at libsdl.org
http://www.libsdl.org/mailman/listinfo/sdl

±-------------------------------------+

Bob Pendleton wrote:

lead a reader to believe that if you use the framebuffer in fullscreen
you will get hardware accel if it exists in your hardware but that’s not
true.

We now have a wiki and the wiki has a FAQ page. Please, go to the wiki
and either create or update the FAQ to reflect these facts.

Done. Somebody more knowledgeable than I should go review my changes.
I tried to be generic.