From icculus at clutteredmind.org Mon Apr 22 16:06:02 2002 From: icculus at clutteredmind.org (Ryan C. Gordon) Date: Mon, 22 Apr 2002 16:06:02 -0400 (EDT) Subject: test. Message-ID: test. --ryan. From mrochuk at ee.ualberta.ca Mon Apr 22 20:09:32 2002 From: mrochuk at ee.ualberta.ca (Jeff Mrochuk) Date: 22 Apr 2002 18:09:32 -0600 Subject: Testing Message-ID: <1019520572.15607.9.camel@lucid> Hi. Benj you on this yet? From mrochuk at ee.ualberta.ca Mon Apr 22 21:07:51 2002 From: mrochuk at ee.ualberta.ca (Jeff Mrochuk) Date: 22 Apr 2002 19:07:51 -0600 Subject: How to get Quartus II not to crap all over everything Message-ID: <1019524071.15609.15.camel@lucid> Okay I managed to get Quartus to compile without moving any files in our cvs tree: Here's how I have it setup ~/manticore/cvs/ ~/manticore/quartus/ You just have to add all the vhd files in their individual directories, except the package files which have no entities. Then it should work. Seems to be anyway, It doesn't even make files in all the cvs dirs. So all the stuff we need to compile is in there. shiftreg_8x8 was forgotten but I added it to the rasterizer/ dir. This means we should be able to update cvs, and just recompile. I didn't even have to set up library dirs or anything. Just need to make sure the def files aren't added to the project and all the ones with entities are. Jeff From mrochuk at ee.ualberta.ca Tue Apr 23 19:06:29 2002 From: mrochuk at ee.ualberta.ca (Jeff Mrochuk) Date: 23 Apr 2002 17:06:29 -0600 Subject: Hi Message-ID: <1019603189.1654.18.camel@lucid> Benj are you alive? Did you get those messages I sent? Andrew is also on this list now. Jeff From acling at ee.ualberta.ca Tue Apr 23 19:06:17 2002 From: acling at ee.ualberta.ca (Ling Andrew Chaang) Date: Tue, 23 Apr 2002 17:06:17 -0600 (MDT) Subject: [manticore] Hi In-Reply-To: <1019603189.1654.18.camel@lucid> Message-ID: hello?? are you alive On 23 Apr 2002, Jeff Mrochuk wrote: > Benj are you alive? Did you get those messages I sent? > > Andrew is also on this list now. > > Jeff > > > From mrochuk at ee.ualberta.ca Tue Apr 23 19:15:05 2002 From: mrochuk at ee.ualberta.ca (Jeff Mrochuk) Date: 23 Apr 2002 17:15:05 -0600 Subject: [manticore] Hi In-Reply-To: References: Message-ID: <1019603705.3635.23.camel@lucid> You look at any of the code yet? On Tue, 2002-04-23 at 17:06, Ling Andrew Chaang wrote: > hello?? > > are you alive > > On 23 Apr 2002, Jeff Mrochuk wrote: > > > Benj are you alive? Did you get those messages I sent? > > > > Andrew is also on this list now. > > > > Jeff > > > > > > > > From benjcarson at digitaljunkies.ca Wed Apr 24 22:45:47 2002 From: benjcarson at digitaljunkies.ca (Benj Carson) Date: Wed, 24 Apr 2002 20:45:47 -0600 Subject: testing Message-ID: <001701c1ec03$4de9a7a0$0401010a@digitaljunkies.ca> Please ignore this message, just testing.... From jmrochuk at ieee.org Thu Apr 25 19:05:13 2002 From: jmrochuk at ieee.org (Jeff Mrochuk) Date: Thu, 25 Apr 2002 17:05:13 -0600 Subject: Specs Message-ID: <20020425230513.GA21185@lucid.digitaljunkies.ca> For real world video specs it'd go something like this Transistors (#) Process Technology (um) Chip Clock (MHz) Memory Clock (MHz) Memory Amount (MB) Memory Bandwidth (MB/s) Max Fillrate (pixels/s) Max Triangle Rate (triangles/s) The first two aren't really relevant to us, but we should be able to figure out the others. Jeff -- From jmrochuk at ieee.org Thu Apr 25 19:08:36 2002 From: jmrochuk at ieee.org (Jeff Mrochuk) Date: Thu, 25 Apr 2002 17:08:36 -0600 Subject: Also Message-ID: <20020425230836.GB21185@lucid.digitaljunkies.ca> T & L is Transformation and Lighting. Transformation has only recently been done in hardware I think. Recent being Geforce/Radeon. Also resolution support should be on there, and will be limited by Fill Rate and Memory Bandwidth Jeff -- From mrochuk at ee.ualberta.ca Thu Apr 25 20:10:14 2002 From: mrochuk at ee.ualberta.ca (Jeff Mrochuk) Date: 25 Apr 2002 18:10:14 -0600 Subject: Information abound Message-ID: <1019779814.3635.42.camel@lucid> Alot of information on what graphics cards (At least the Geforce 2) actually do in here: http://www6.tomshardware.com/graphic/00q2/000427/index.html From mrochuk at ee.ualberta.ca Fri Apr 26 03:58:07 2002 From: mrochuk at ee.ualberta.ca (Jeff Mrochuk) Date: 26 Apr 2002 01:58:07 -0600 Subject: How it goes down Message-ID: <1019807887.3635.52.camel@lucid> So I've been talking to some video guys. Basically it works on 3 levels. API (OpenGL, Direct3d), Drivers, and Hardware Your API talks to your drivers, which tell the API what needs to be done in software, and what can be done in hardware. In traditional cards (pre Geforce or so) Texuring and Triangle Raster are all that was done in hardware. Color, lighting, and transfrom was all done by the API. Recent cards have added hardware transform and lighting, but no current game engines even use them yet. We need to up our memory bandwidth and add texture support, and we've got a voodoo. Jeff From benjcarson at digitaljunkies.ca Fri Apr 26 17:03:52 2002 From: benjcarson at digitaljunkies.ca (benjcarson at digitaljunkies.ca) Date: Fri, 26 Apr 2002 15:03:52 -0600 Subject: How it goes down In-Reply-To: <1019807887.3635.52.camel@lucid> References: <1019807887.3635.52.camel@lucid> Message-ID: <20020426210352.BB53188ED@ns1.digitaljunkies.ca> Sounds good. What do you think about the following goals then (sorta in order of importance): - fix rasterizer to render all triangle orientations and add z-buffer - generalize sdram controller, vgaout, vgafifo_ctrl, rasterizer etc. for different resolutions and colour depths (probably requires maximizing memory throughput) - add normal support to the rasterizer - implement vertex lighting/texture mapping - add basic 2D support (lines, basic polygons, hardware cursor, etc.) - develop a PCI interface, drivers, etc. - figure out how to design a board... If a couple of us are working on it then we can modularize some of this to divide up the work. In particular, I think we could split the rasterizer up into some sub-modules so that each module can be optimized independently. We can also easily parallelize part or all of it to double our pixel throughput then too. I think the first few steps should be finished first before splitting everything up, because the underlying framework may change when we fix the memory controller and fifo. What do you think? Benj Jeff Mrochuk writes: > So I've been talking to some video guys. Basically it works on 3 > levels. > > API (OpenGL, Direct3d), Drivers, and Hardware > > Your API talks to your drivers, which tell the API what needs to be done > in software, and what can be done in hardware. > > In traditional cards (pre Geforce or so) Texuring and Triangle Raster > are all that was done in hardware. Color, lighting, and transfrom was > all done by the API. Recent cards have added hardware transform and > lighting, but no current game engines even use them yet. > > We need to up our memory bandwidth and add texture support, and we've > got a voodoo. > > Jeff > > From jmrochuk at ieee.org Fri Apr 26 18:15:24 2002 From: jmrochuk at ieee.org (Jeff Mrochuk) Date: Fri, 26 Apr 2002 16:15:24 -0600 Subject: [manticore] Re: How it goes down In-Reply-To: <20020426210352.BB53188ED@ns1.digitaljunkies.ca> References: <1019807887.3635.52.camel@lucid> <20020426210352.BB53188ED@ns1.digitaljunkies.ca> Message-ID: <20020426221524.GA27050@lucid.digitaljunkies.ca> Yeah that looks pretty good to me, but I think we should move PCI up so we can actually test on a PC once we get Z and raster working. I'll probably start working on SDRAM with in a week or so if you want to work on the rasterizer. Once we increase the memory bandwidth the z-buffer should be easy to implement. Jeff On Fri, Apr 26, 2002 at 03:03:52PM -0600, benjcarson at digitaljunkies.ca wrote: > Sounds good. What do you think about the following goals then (sorta in > order of importance): > > - fix rasterizer to render all triangle orientations and add z-buffer > - generalize sdram controller, vgaout, vgafifo_ctrl, rasterizer etc. for > different resolutions and colour depths (probably requires maximizing > memory throughput) > - add normal support to the rasterizer > - implement vertex lighting/texture mapping > - add basic 2D support (lines, basic polygons, hardware cursor, etc.) > - develop a PCI interface, drivers, etc. > - figure out how to design a board... > > If a couple of us are working on it then we can modularize some of this to > divide up the work. In particular, I think we could split the rasterizer > up into some sub-modules so that each module can be optimized > independently. We can also easily parallelize part or all of it to double > our pixel throughput then too. I think the first few steps should be > finished first before splitting everything up, because the underlying > framework may change when we fix the memory controller and fifo. > > What do you think? > > Benj > > > Jeff Mrochuk writes: > > >So I've been talking to some video guys. Basically it works on 3 > >levels. > > > >API (OpenGL, Direct3d), Drivers, and Hardware > > > >Your API talks to your drivers, which tell the API what needs to be done > >in software, and what can be done in hardware. > > > >In traditional cards (pre Geforce or so) Texuring and Triangle Raster > >are all that was done in hardware. Color, lighting, and transfrom was > >all done by the API. Recent cards have added hardware transform and > >lighting, but no current game engines even use them yet. > > > >We need to up our memory bandwidth and add texture support, and we've > >got a voodoo. > > > >Jeff > > > > > -- From benjcarson at digitaljunkies.ca Sat Apr 27 06:38:58 2002 From: benjcarson at digitaljunkies.ca (Benj Carson) Date: Sat, 27 Apr 2002 04:38:58 -0600 Subject: License Message-ID: <002f01c1edd7$bd412800$0401010a@digitaljunkies.ca> Hey Jeff, I've been reading the oc thread about the LGPL and this link popped up: http://www.dsl.org/copyleft/dsl.txt I think this is the license we should use. The gist of it is basically free except that modifications to the code must be made under a different name, the original authors must be cited and that the license be redistributed with any copy. Otherwise it is prefectly legit for a company to use the design/software in a product *without* having to open up the entire design. I think this would be good, since people would be more inclined to use our design then, but we could still get credit for our work... What do you think? I agree that PCI is probably pretty important, especially if we can get a third person working on it. It can be separated pretty well from what's going on already so it shouldn't matter too much what we end up changing while we fix the rest of the design. Benj From mrochuk at ee.ualberta.ca Sat Apr 27 13:34:17 2002 From: mrochuk at ee.ualberta.ca (Jeff Mrochuk) Date: 27 Apr 2002 11:34:17 -0600 Subject: [manticore] License In-Reply-To: <002f01c1edd7$bd412800$0401010a@digitaljunkies.ca> References: <002f01c1edd7$bd412800$0401010a@digitaljunkies.ca> Message-ID: <1019928857.3635.61.camel@lucid> Just read it, looks pretty good. We should put a small comment block on the top of our code. For example the GPL one looks something like: /* Bitstream: An OpenGL Space Action Game http://icculus.org/bitstream/ Copyright (C) 2001, 2002 Jeff Mrochuk This file is part of bitstream. Bitstream is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Bitstream is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Bitstream; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Jeff Mrochuk jm at icculus.org */ One one of the article links I saw that we should probably have this in the source files: -- Copyright ? YEAR AUTHOR; this information may be copied, distributed -- and/or modified under certain conditions, but it comes WITHOUT ANY -- WARRANTY; see the Design Science License for more details. Maybe with some other stuff like the one above, and that should be alright. Jeff From benjcarson at digitaljunkies.ca Sat Apr 27 14:40:12 2002 From: benjcarson at digitaljunkies.ca (Benj Carson) Date: Sat, 27 Apr 2002 12:40:12 -0600 Subject: [manticore] License References: <002f01c1edd7$bd412800$0401010a@digitaljunkies.ca> <1019928857.3635.61.camel@lucid> Message-ID: <000601c1ee1a$f702c9c0$0401010a@digitaljunkies.ca> Yeah, that sounds good. Whoever linked to that license in the thread mentioned that the license was approved by the FSF, so that we can reference them like you're referencing the GPL in Bitstream. Yeah, we definitely need a copyright in our files. The Opencores header is pretty long if I recall, and may even contain most of the license. We could just include a LICENSE file like most software for bevity instead. We should try and get a hold of Dr. Elliott this week so we can make arrangements to use a computer somewhere or to get Quartus. Hopefully he's back in town. Also, they didn't have our cheques last night 'cause they needed to be signed. Shayam will be on campus this summer so he said he'd get them to us. They only had one certificate, so they're gonna get another printed so we both can have one. Not only that, but they were 45 minutes late. Just as organised as before... All in all it wasn't too bad, just a bit drawn out. Benj ----- Original Message ----- From: "Jeff Mrochuk" To: "Manticore" Sent: Saturday, April 27, 2002 11:34 AM Subject: Re: [manticore] License Just read it, looks pretty good. We should put a small comment block on the top of our code. For example the GPL one looks something like: /* Bitstream: An OpenGL Space Action Game http://icculus.org/bitstream/ Copyright (C) 2001, 2002 Jeff Mrochuk This file is part of bitstream. Bitstream is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Bitstream is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Bitstream; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Jeff Mrochuk jm at icculus.org */ One one of the article links I saw that we should probably have this in the source files: -- Copyright ? YEAR AUTHOR; this information may be copied, distributed -- and/or modified under certain conditions, but it comes WITHOUT ANY -- WARRANTY; see the Design Science License for more details. Maybe with some other stuff like the one above, and that should be alright. Jeff