Tweaks to B3D accelerator code.
Andreas Raab
andreas.raab at gmx.de
Fri Mar 11 16:44:31 UTC 2005
Hi Alan,
[Note that the disney email address is no longer valid]
> I got my build working well enough that I was able to play around with
> some of the Baloon3D code. (Ask Ian why you are having problems building
> B3D on unix... it's his fault!)
Can you say something more specifically about what the problem is? I
have been recompiling Unix VMs on my share of obscure platforms and
never had a problem. Something more specific than "ask Ian" would be
greatly appreciated.
> 1. Removed many error tests... OpenGL is a safe protocol so extra error
> checking is not required. Any sanity checks should be accomplished in
> the gererated portion of the code, before it reaches the OpenGL
> interface anyway. This will allow the code to run smoother, especially
> through deep pipelines.
That was a mistake. Assuming that OpenGL is a "safe protocol" is fine as
long as you are dealing with the specs - when it comes to the ugly
reality of dealing with the drivers these checks can be live-saving (see
glCompositeTransform for a rather obscure Mac driver bug we had to work
around). Removing the checks was in particular a mistake because you can
just #define them away, e.g., adding a
#undefine ERRORCHECK
#define ERRORCHECK
will make all of the tests dissappear so there is absolutely no reason
to remove them from the sources.
> 2. I massacred glSetTransform. It was being overly cautious about
> setting up the matricies, (setting them to identity before doing
> anything), and it was manually transposing the input matrices... The
> version of OpenGL on my system has its own transpose function which,
> presumably, is better tuned for the implementation's internal
> representation format. It also makes the code alot cleaner on the client
> side.
Again, the caution you see is the result of a workaround for some
obscure driver bug (I don't recall the details but it had to do with the
fact that on some driver there was a bug in analyzing the transform and
resetting the matrix did reset those flags to work properly... so much
for the safety of OpenGL ;-)
About glLoadTransposeMatrixf - this would require OpenGL 1.3 support and
the sources can (and should, I think) be capable of getting away with
1.1 support - largely because this is still the latest version support
by various Microsoft header files so people who'd want to compile Squeak
using the MS libs would have a very hard time to figure this out.
So thanks for the proposed changes but I think we shouldn't adopt them.
Both the error checks and being able to compile with 1.1 seem too
important to me to commit any of the changes.
> In the B3D demos of 3.7, it gets around 21-26 FPS in software rendering,
> and around 48fps in hardware acceleration mode. There are some minor
> glitches with the grass color but otherwise it's a good driver...
Just out of curiosity: Is there any difference when you turn on the
error checks? I wouldn't expect any but then I've never really tried...
Cheers,
- Andreas
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