If it makes you feel any better, I bought a 3DFx card so my *nephew* could play Q2...
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Mesa Kills Old Hardware Support: No More 3dfx Voodoo
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Originally posted by Tgui View PostTime moves on!
Still, I remember buying a 3dfx card just so I could play quake/q2/arena in Linux in undergrad. Fuck I'm getting old! ;-)
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Originally posted by DeepDayze View PostI looked in my spare parts box and found a Creative Banshee 32MB VRAM 3dfx based card...that card still works so might build my "crap system" using an old Intel SE440BX board and 384MB RAM :-)
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Originally posted by birdie View PostHere's another instance of praised backwards compatibility in Linux.
Not enough man power? Ditch it!
Originally posted by DeepDayze View PostI would say these drivers could be maintained out of the tree though, so maybe there might be a parallel 7.11 mesa-legacy branch for those old legacy drivers.
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Originally posted by Med_ View PostThat means roughly 10% of loc vanished. That's a pretty impressive cleanup.
100/(830969/129216)=15.5500385694
~16% by Ian Romanick
And Marball Odyssey which coming to Linux use GL_EXT_paletted_texture/GL_OES_compressed_paletted_texture.
Just six months ago:
I have no objection to removing this feature (and those drivers).
Last edited by dungeon; 27 August 2011, 10:30 PM.
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Originally posted by dungeon View Post58+1336+35852+85811+8+885+2104+436+675+2035+16=129 216
100/(830969/129216)=15.5500385694
~16% by Ian Romanick
And Marball Odyssey which coming to Linux use GL_EXT_paletted_texture/GL_OES_compressed_paletted_texture.
This feature would have to be emulated in shaders, which is both inefficient and stupid, considering (a) that noone should be using 8bit textures in 2011, (b) the workaround is trivial (convert to 16bit or 32bit textures on load), (c) that the amount of work necessary for this feature is ridiculous and (d) that the manpower is as limited as it is.
Do you really propose adding obsolete GL 1.1 features instead of working towards GL 3.0?
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It's quite possible that some mobile GPUs may support the OES version of the extension (which is quite different than the old desktop one) but I don't know how universal that support is.
Note that regular texture compression can net you larger gains than 8bpp textures and with much higher color depths to boot (i.e. s3tc compresses 24bpp images down to 4bpp). Alternatively, you can emulate paletted textures in shaders and enjoy much higher flexibility than driver emulation: maybe your sprites only need 4bpp? Or 10bpp? Translucency? Shaders can do all that.
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