[updates] 7 for 3.1 alpha

Stephen Pair spair at advantive.com
Thu May 17 17:23:21 UTC 2001


Here is a VM with these updates that was compiled on RedHat 6.2.  I cannot
say whether or not there is in fact 3d acceleration happening, but the 3d
stuff appears to work.

http://spair.swiki.net/.uploads/squeak/Squeak3.1-x86linux-VM.tar.gz

- Stephen

> -----Original Message-----
> From: Dan Ingalls [mailto:Dan.Ingalls at disney.com]
> Sent: Wednesday, May 16, 2001 11:53 PM
> To: squeak at cs.uiuc.edu
> Subject: [updates] 7 for 3.1 alpha
>
>
> Folks -
>
> There are seven more updates out on the servers for 3.1 now.
> Note that (as 4023B3DBumper tells you ( but even your struly
> didn't read it ;-)) 4024, while a fantastic step forward, will
> actually render (so to speak) Wonderland and other 3D unusable
> until you get a new VM, and we haven't issued a full set of new
> VMs yet.  if you care about this, watch for new VMs for your
> favorite platform before upgrading past the bumper (or, of
> course, make your own (and tell us if you do this for *nix ;-)).
>
> Enjoy
> 	- Dan
> ----------------------------
> 4020RepaintFix-ar -- Andreas Raab -- 14 May 2001
> Fixes a problem when repainting an object partially out of the
> world's boundaries (in which case the painting was truncated there)."
>
> 4021flapsFromBrowser-sw -- Scott Wallace -- 15 May 2001
> Cleans up the situation where a 3.1a image is launched from a
> Browser via the ProjectLauncher."
>
> 4022CMBackStop-ar -- Andreas Raab -- 15 May 2001
> A backstop for BitBlt if it doesn't handle full color maps correctly."
>
> 4023B3DBumper -- Andreas Raab -- 16 May 2001
> Give people a chance to bail out before the next update."
>
> 4024B3DNoCompromise -- Andreas Raab -- 16 May 2001
> This change set includes a complete reimplementation of 3D
> hardware acceleration. The new approach goes exclusively for
> speed and much less for compatibility. It also provides two
> different approaches for Morphic integration depending upon
> whether the underlying implementation supports direct frame
> buffer access or not. Both variants are currently implemented; on
> Windows we're using direct frame buffer access, on Macs we're
> using texture compositing. Of course, texture compositing is a
> lot slower than direct access but it's still faster than having
> to deal with glReadPixels...
> Acceleration is available from both, Wonderlands (in the camera's
> red halo menu) as well as the scene explorer morph (where it is
> directly integrated in the user interface).
> Because of the capabilities of modern 3D hardware and APIs
> various improvements have been made to the general interface of
> B3DRenderEngine, including a 'polygon mode' (for rendering
> point/wireframe representation of meshes), points and lines in
> general, as well as fog (I just needed this so it's part of the
> interface; also available from the wonderland camera's viewer).
> More capabilities can and will be added but care must be taken
> that these are available across varying APIs.
> Currently, the new scheme supports OpenGL for Macs and Direct3D
> (DirectX 7) for Windows. DirectX7 was taken because it provides
> serious improvements in terms of speed and structure (DX7 is the
> first DX version treating renderer state as renderer state and is
> therefore much more closely related to OpenGL). An OpenGL
> implementation of the accelerator for Windows is also available
> (I'm planning to integrate both D3D and OpenGL at some point so
> people can use what's best on their machines) but for now only
> D3D is tested (because my OpenGL drivers crash on me).
> Porting to *nix should be relatively straightforward given the
> existance of GLX. The platform dependent code for the OpenGL
> bindings are a few hundred lines of code mostly concerned with
> how to interface to the host platform. It should also be possible
> to implement direct frame buffer support through the use of
> p-buffers but I have no hardware that does support p-buffers so
> that remains to be seen.
> Anyways. Seeing the scene explorer in 1024x768 with 150fps on a
> Laptop is fun. Running the Nudibranch at roughly 20fps even more :-)
>
> 4025UpdateLessOften -- Andreas Raab -- 16 May 2001
> Make thumbnail updates for 3D objects be less often."
>
> 4026B3DCSupportCode -- Andreas Raab -- 16 May 2001
> The C support code for 3D acceleration; includes Mac and Win ports."
>
>
>





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