fullscreen support for games

Lionel Ulmer lionel.ulmer at free.fr
Fri Oct 28 14:05:13 PDT 2005


> Ok, I see you have ;)

Well, it's the logical next step as OpenGL has a direct rendering
infrastructure whereas with X, you need to go through the X server...

> Don't use the paletted texture extension! It has been depricated and is
> no longer supported on NVIDIA, I don't remember whether ATI ever
> implemented it (and if they did, they will depricate it soon as well).

I know that is deprecated on modern cards, but on those who still support it
(I suppose that, from what I read on the web, they still support and
advertise the extension on cards that have support for it) it would be the
easiest solution for the problem.

> Better use 1D textures and dependend texture lookups. No, you don't
> necessarily need pixel shaders for that.

Hmmm, you lost me on that one. Can you explain me this technique using 1D
textures (privately if you wish to not pollute the channel :-) ) ?

> For 16bit->32bit conversion you don't need to do anything at all, just
> draw the quad.

Yup, Wine already does this but in 3D games only where OpenGL usage is
mandatory.

        Lionel

-- 
		 Lionel Ulmer - http://www.bbrox.org/



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