[manticore] Re: How it goes down
Jeff Mrochuk
jmrochuk at ieee.org
Fri Apr 26 18:15:24 EDT 2002
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
> >
> >
>
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