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[directfb-users] Re: problems compiling DirectFBGL



Quoting Ville Syrjälä:
> On Thu, Jul 15, 2004 at 11:43:28AM +0100, Torgeir Veimo wrote:
> > On Thu, 2004-07-15 at 13:39 +0300, Ville Syrjälä wrote:
> > > On Sat, Jun 26, 2004 at 01:17:54AM +0300, Ville Syrjälä wrote:
> > > > I have some mga driver stuff pending (I ripped some fixed dmatmp stuff 
> > > > from Mesa cvs) so I think I should update the tarball.
> > > 
> > > Ok I just uploaded my latest stuff. I'm pretty sure the code was working 
> > > correctly before but now I'm getting segfaults in mallopt() in libc when I 
> > > quit the DirectFBGL examples. On the other hand Mesa demos via freeglut 
> > > don't segfault. Quake3 hangs when I quit it or try to change the "system" 
> > > options.
> > 
> > So you actually run quake3 successfully under directfb with hardware
> > acceleration?
> 
> Yes. Dok came up with the hack originally. It creates a new surface for 
> the OpenGL app which is quite ok for fullscreen DGA apps but it's really 
> bad for non-DGA apps since input is handled by the original X window and 
> the graphics are drawn in the other surface. ThinkTanks is one such app. 
> Nevertheless I've played it and other games. I'm pretty sure I got ut2k3 
> to work also but that was through SDL.

Cool, do you have some benchmarks with ut2k3 running on Windows/GL, XFree/GL
and DirectFBGL?

-- 
Best regards,
  Denis Oliver Kropp

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