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I saw now in irc radeon logs that you have r200 hw only so, is pn_triangles extension in this state can be easely implemented in mesa for that hardware?
P.S. One more thing, do you know why ATI_envmap_bumpmap is not there for r200, but intel has it? I am not driver developer and dont know many things about it, but i tried once to expose that extension and DUDV format in driver and mesa/test demo works good, but yes in software only. Regs is there for that i think, but what i dont know is drm must support DUDV it also to run in HW? Or maybe exist some other reason why
it is not implemented?
Not just that, J.C. was funded Mesa developers and give driver optimization instructions for Q3:
Heh... He did a BIT more than that. He provided part of the code that was used for Utah-GLX (He made it possible for a ATI RagePRO to run without special configuration...just drop the Utah-GLX drivers in on things and then reboot the machine to ensure you had enough kernelspace memory to allocate in a single contiguous chunk...).
It seems as if they have nearly all the artwork ready and still are fiddling with the engine. But, IIRC platforms used to have different requirements also for artwork, like texture size, and color depths. Is that time long gone so that they can have a set of artwork ready and it will work on all platforms immediately?
It is great news. I mean if something is OpenGL then the GPU type should not matter.
Well that depends. In theory you're right. But in reality you need a decent driver that is deciding/knowing about the capabilities of the GPU. What can be done by GPU and what is left to do for the CPU? And if you use CPU you still need all that stuff implemented in software. And it will be slower on a general purpose x86 CPU than on a "semi-ASIC" like today's GPU shaders are.
And most (free) drivers are not too far when it comes to OpenGL. A few even don't have anything to offer (VIA etc.).
Furthermore we still have problems like S3TC, if that is used by the game.
Also as mentioned older GPUs might be limited when it comes to large textures, though when I think of embedded devices id5 was announced for this shouldn't be the big problem.