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 Post subject: Rendering speed
PostPosted: Sun Jan 07, 2007 4:55 pm 
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Joined: Wed Jan 03, 2007 6:37 pm
Posts: 16
I have noticed that on my box (Dell GX 110 with intel 820 series graphics chip) rendering is much faster using the software renderer under wine than running the linux build using the SDL/OpenGL combination. I understand that the software renderer is still not functional under linux.

Is this an oddity of the i820 chipset (it wouldn't be the first), or something in the SDL/OpenGL stack?


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 Post subject:
PostPosted: Mon Jan 08, 2007 4:35 am 
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Joined: Tue Nov 07, 2006 4:40 am
Posts: 236
Hi.

This is one of those eternal questions with many possibly answers.

The most likely one is linked to libGL. Usually, the graphics card drivers install their own version of libGL, but don't always remove the old Mesa drivers.
I don't know your Linux knowledge, so I apologise if this is obvious, but try:
Code:
find / -name "libGL*" -print |xargs ls -l

and you should get something like
Code:
lrwxrwxrwx 1 root root      16 2006-12-27 08:52 /usr/lib/libGLcore.so.1 -> libGLcore.so.1.0
-rwxr-xr-x 1 root root    4904 2006-12-20 05:44 /usr/lib/libGLcore.so.1.0
lrwxrwxrwx 1 root root      11 2006-12-27 08:53 /usr/lib/libGLU.so -> libGLU.so.1
lrwxrwxrwx 1 root root      20 2006-12-27 08:52 /usr/lib/libGLU.so.1 -> libGLU.so.1.3.060502
-rwxr-xr-x 1 root root  557828 2006-12-20 05:39 /usr/lib/libGLU.so.1.3.060502
-rwxr-xr-x 1 root root 2464148 2006-12-30 13:33 /usr/lib/xorg/modules/extensions/libGLcore.so
lrwxrwxrwx 1 root root      10 2006-12-18 15:19 /usr/X11R6/lib/libGL.so -> libGL.so.1
lrwxrwxrwx 1 root root      12 2006-12-18 15:19 /usr/X11R6/lib/libGL.so.1 -> libGL.so.1.2
-rwxr-xr-x 1 root root  783353 2006-12-18 15:16 /usr/X11R6/lib/libGL.so.1.2


If you have more than one libGL, that's probably your problem. :)

If it's not that then post here and I'll see if I can be of more help.

Aunxx.


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 Post subject:
PostPosted: Mon Jan 08, 2007 8:10 am 
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Yep ... I have two versions: 1.0 and 1.3

I'll clean it up this evening. Thnaks!


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 Post subject:
PostPosted: Mon Jan 08, 2007 4:19 pm 
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Joined: Tue Nov 07, 2006 4:40 am
Posts: 236
Hi.

Just wanted to make sure you're not confusing libGL and libGLU. :)

I seem to remember that libGLU is the debug code for libGL and so is distinct.

Also, the Homeworld code tries to load libGL.so by default, and I think the ATI drivers (?fglrx?) don't create this sym link.
:)

Aunxx.


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 Post subject:
PostPosted: Mon Jan 08, 2007 7:52 pm 
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I've got the Intel chipset in this system, not the ATI chipset. Dell used ATI for a long time, then switched to the Intel i820 for a while. I think their current systems are back to using ATI.

Thanks for the help,


Last edited by swift99 on Mon Jan 08, 2007 10:26 pm, edited 1 time in total.

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 Post subject:
PostPosted: Mon Jan 08, 2007 10:25 pm 
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Well ... I had to follow these steps to get hardware rendering working:

1. Recompile kernel without DRI
2. Recompile X with DRI
3. Configure DRI in xorg.conf

Details are at http://www.gentoo.org/doc/en/dri-howto.xml

Rendering is (apparently) as fast under X as it is under wine. :P

It looks like OpenGL depends on the hardware to support transparency (the i810 chipset doesn't), so my long-range sensors are big blue spheres without the nice red dots that say where the bad guys are. :roll:

I'll just have to play on my daughter's machine with the ATI chipset. :wink:


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 Post subject:
PostPosted: Tue Jan 09, 2007 7:30 am 
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Posts: 326
swift99 wrote:
It looks like OpenGL depends on the hardware to support transparency (the i810 chipset doesn't), so my long-range sensors are big blue spheres without the nice red dots that say where the bad guys are. :roll:


Is the Blob Alpha setting in options>video>custum effects just for SW mode, as it is with stipple alpha?

swift99 wrote:
I'll just have to play on my daughter's machine with the ATI chipset. :wink:


That's what family is for!


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 Post subject:
PostPosted: Tue Jan 09, 2007 7:44 am 
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It works with both both - if it is turned off then I get a solid blue circle without the "fade to black" at the edges. Otherwise, it is the same (no red dots).

It is quite playable, though, if I put the tactical display up on he long range sensors.

Thanks!


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PostPosted: Fri Jan 12, 2007 9:47 pm 
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My sensors work if I replace the call to primPoint3 with an addition to the bigDot array. It looks to me like this is a problem with the OpenGL driver for the i810 chipset.

In Game/Sensors.c, at the end of the blocklabeled "justRenderAsDot"


if ((!smBigPoints) && pointSize != 1.0f && ((Ship *)obj)->collInfo.selCircleRadius > 0.0f)
{
dbgAssertOrIgnore(nBigDots < SM_NumberBigDots);
bigDot[nBigDots].x = ((Ship *)obj)->collInfo.selCircleX;
bigDot[nBigDots].y = ((Ship *)obj)->collInfo.selCircleY;
bigDot[nBigDots].c = c;
nBigDots++;
}
else
{
// DJ Added to support i8xx graphics cards
dbgAssertOrIgnore(nBigDots < SM_NumberBigDots);
bigDot[nBigDots].x = ((Ship *)obj)->collInfo.selCircleX;
bigDot[nBigDots].y = ((Ship *)obj)->collInfo.selCircleY;
bigDot[nBigDots].c = c;
nBigDots++;
// End i8xx graphics card support

// Begin original code
// glPointSize(2.0f);
// primPoint3(&obj->posinfo.position, c); //everything is rendered as a point
// glPointSize(1.0f);
// End original code


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 Post subject: Re: Rendering speed
PostPosted: Thu Jan 30, 2014 5:07 am 
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I seem to remember that libGLU is the debug code for libGL and so is distinct.

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 Post subject: Re: Rendering speed
PostPosted: Thu Jan 30, 2014 8:04 am 
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Joined: Wed Jan 03, 2007 6:37 pm
Posts: 16
It's been a few years and two upgrades since this was an issue. The linux graphics environment has completely changed since then, with X having been rearchitected to have better gpu support.


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