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Re: Main character animations.
Wow, Steve, that's an explanation! ;-) Thanks for the time you took to
explain OpenGL history and problematics of software rendering.
----- Original Message -----
From: "Steve Baker" <firstname.lastname@example.org>
Sent: Saturday, April 13, 2002 6:39 PM
Subject: Re: Main character animations.
> Mark Collins wrote:
> > > However, if you want your game to run full-screen on a 266MHz CPU,
> > > probably need to avoid OpenGL.
> > (pet peeve)
> > You're right, but you shouldn't be. I mean, look at a game like Quake
> > original non-GL version). That had no acceleration, and would have no
> > problems running at a high resolution on a 266MHz CPU.
> > Granted, the poly count was pretty low, but the "project" which spawned
> > rant probably wouldn't need much better.
> > Isn't Mesa3D optimized in the slightest? If not, why not?
> Well, the problem is that OpenGL is an API that has a lot of 'richness'
> at the pixel level. There are a truly insane number of per-pixel
> that are possible. The performance of software renderers is almost
> determined by the time taken to render pixels - so that's a problem.
> OpenGL was *designed* for hardware rendering - software renderers have
> a really hard time of it because they are continually having to deal with
> a bunch of potential rendering options that very few applications actually
> Mesa's software renderer is a faithful implementation of the OpenGL
> specification - in all of it's complexity. Many of it's users are NOT
> writing games and don't care about realtime (eg scientific visualisation),
> and for them the utter adherance to the OpenGL spec is cruxial. Also,
> SGI (who own the OpenGL name and license it) only tolerate Mesa as an
> unlicensed implementation because it meets the specification and passes
> the OpenGL conformance test suite. A simplified Mesa couldn't do that
> and would probably provoke rude letters from SGI's lawyers.
> The Quake software renderer can take a LOT of short cuts and other
> liberties that OpenGL does NOT permit.
> The fastest implementation of OpenGL-in-software that I know of is
> the one that SGI wrote for Windoze (and then promptly stopped
> supporting). What they did was to have their OpenGL software driver
> generate machine-code on-the-fly for whatever combination of OpenGL
> pixel modes you had enabled at the time. This code was optimised
> on the fly too.
> That mean't that if you did not have (say) dithering enabled then
> it would not have to say:
> if ( dithering )
> do_this ;
> do_that ;
> ...it would just generate machine code to 'do_that'.
> That was clever and quite efficient (although still not as good
> as Quakes' renderer which 'knew' a good deal more about the application
> than a general-purpose OpenGL renderer could ever know).
> The Mesa team has considered going that route - but the trouble is
> that Mesa is supposed to be *PORTABLE* - it runs on Alpha's, MIPS,
> SPARC's, 68000's, x86's, etc.
> Writing a machine-code generator for each of those platforms would
> be a lot of grief - and very hard to maintain unless one person
> on the team owned all of those kinds of computers.
> You might also suggest that one could resolve this 'too much state
> testing' problem by writing code for each combination of states and
> having a big table of pointers to rendering functions. However,
> there is a massive combinatorial problem here - there are hundreds
> of possible states leading to MILLIONS of possible rendering functions.
> That's why the SGI implementation wrote custom machine code.
> The real solution to software rendering is to invent a new, simplified
> rendering API (OpenGL-- or something) that would call OpenGL API when
> being rendered using hardware 3D - and use a much simpler software
> renderer when there was no hardware present. I think there have been
> OpenSourced efforts at such things (TinyGL? Something like that) - but
> those API's are necessarily less capable than the full OpenGL spec and
> with hardware 3D becoming so pervasive, anyone who is remotely interested
> in 3D is going to put down the $100 it costs to get a GeForce-2 or
> whatever and see their software run 100x faster than it would with
> any kind of a software implementation.
> The only remaining difficulty is with LapTops - with these beasts you
> can't UPGRADE to a 3D graphics card - and most of them come either with
> crappy accellerators that are not worth supporting with Mesa - or with
> no accellerators at all.
> That situation is gradually getting remedied - nVidia now produce quite
> impressive 3D chipsets that are well suited to LapTops (GeForce-2GO for
> example), and I heard that ATI are doing the same with a low-power version
> of the Radion family. Both of those should run OK under Linux.
> So, this is a problem that will go away over the next year or two - and
> as a consequence, it's quite hard to get developers very excited about
> implementing a new API that nobody will use and which will be obsolete
> in a couple of years. For the same reason, it's hard to get Mesa
> developers interested in doing anything very significant to speed it
> up either. They are making small tweaks to improve performance all the
> time - but this would take a RADICAL overhaul.
> ----------------------------- Steve Baker -------------------------------
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