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Re: [Qemu-devel] [PATCH] OpenGL for OS X

From: Anthony Liguori
Subject: Re: [Qemu-devel] [PATCH] OpenGL for OS X
Date: Tue, 05 Feb 2008 10:06:50 -0600
User-agent: Thunderbird (X11/20071229)

Alexander Graf wrote:
On Feb 1, 2008, at 5:45 PM, Mike Kronenberg wrote:

After a little discussion on the list, I made this patch for cocoa.m, to replace CoreGraphic by OpenGL.

Great! Thank you.

It's way faster than CG, but it requires a Mac with OpenGL capable Graphics Card and at least 8mb of VRAM.
I think starting with G4 and Highend G3, this requirements are met.

Maybe I will try if I find some spare time, but as far as I know Apple provides a quite powerful OpenGL emulation. Last time I ran osx on Vesa output, everything worked just fine.

[new] draws dirty lines of the window as needed, implemented with OpenGL (used the extensions as proposed by Pierre)
[new] window can be resized
[fix] conditional builds for Leopard, without linking to a specific sdk
[fix] lineflicker in fullscreen mode

The Question is, where to draw the line - or - if it needs a switch for CG/OpenGL support for cocoa.

As this OpenGL implementation is based on the Apple pass-through extensions, I don't think it'd make a good start for a generic implementation. Additionally I believe SDL is a good choice for the output too, as they implement optimizations for the specific platforms. The only sad part is that I have not seen a 64-bit capable SDL on Mac OS X ;-).

I would really like to use OpenGL on non-Apple platforms. OpenGL gives much better scaling than SDL. Typically, and OpenGL app has very little platform specific code. It would be nice if we could use similar code here.


Anthony Liguori

Please test and comment.


[1] http://www.kberg.ch/qemu/091patches/cocoa_m_OpenGL.diff.gz

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