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- Newsgroups: comp.windows.x.pex
- Path: sparky!uunet!orca!es.com!smitty
- From: smitty@es.com (Maurice Smith)
- Subject: Re: Future development of PEX/PHIGS
- Message-ID: <1992Aug20.155104.15645@dsd.es.com>
- Sender: usenet@dsd.es.com
- Nntp-Posting-Host: 130.187.90.215
- Reply-To: smitty@dsd.es.com
- Organization: Evans & Sutherland Computer Corp., Salt Lake City, UT
- References: <1992Aug13.221534.29469@noose.ecn.purdue.edu> <1992Aug14.172943.22563@dsd.es.com> <1992Aug14.210903.23864@noose.ecn.purdue.edu> <1992Aug18.182730.3478@dsd.es.com> <op6up5g@fido.asd.sgi.com>
- Date: Thu, 20 Aug 92 15:51:04 GMT
- Lines: 68
-
- In article <op6up5g@fido.asd.sgi.com>, kurt@cashew.asd.sgi.com (Kurt Akeley) writes:
- > --
- >
- > In article <1992Aug18.182730.3478@dsd.es.com>, rthomson@mesa.dsd.es.com (Rich Thomson) writes:
- > >
- > > ...
- > >
- > > Under OpenGL, the same reformatting happens; you merely get what
- > > language designers call "syntactic sugar" so that you can provide the
- > > data in any datatype you wish. However, at the core of all graphics
- > > rendering today (at least the PEX/OpenGL type) is a graphics pipeline.
- > > Data goes in one side and pixels come out the other (I'm
- > > oversimplifying). This pipeline is going to have its own natural data
- > > format for the data that is the most efficient for its algorithms.
- > > Your data will be reformatted to this internal representation.
- >
- > Not so, at least on high-end machines. Silicon Graphics machines such as
- > the GT, GTX, VGX, VGXT, and RealityEngine all have pipelines that accept
- > data in arbitrary formats and do the conversion with no performance loss.
- > To call this "syntactic sugar" is to call all of the pipeline operations,
- > such as matrix multiplication and texture mapping, syntactic sugar. After
- > all, any of these operations can be performed by the CPU at reduced
- > performance.
- >
- > The OpenGL X protocol allows servers to implement data conversion by
- > including separate tokens for all data types. Thus, for example, the 24
- > OpenGL vertex commands (e.g. glVertex2i, glVertex3f, and glVertex4d)
- > all have their own tokens in the protocol.
- >
- > > >In PHIGS and PEXlib, data reformating is almost essential, it is
- > > >ubiquitous.
- > >
- > > PEXlib is not intended to be an API, but an SPI. If you want the
- > > same syntactic sugar that is provided in OpenGL, you can write a
- > > toolkit on top of PEXlib that does this reformatting for you.
- >
- > And you will pay the resulting performance penalties. Performance is
- > maximized when low-level operations that can be performed by the graphics
- > pipeline ARE performed by the graphics pipeline. When these capabilities
- > are not supported by the low-level protocol, toolkits cannot patch things
- > up without performance loss.
- >
- > > If possible, I recommend you get a PEX server from your workstation
- > > vendor instead of the PEX-SI. The SI is, after all, a Sample
- > > Implementation, and can't be expected to run blazingly fast or provide a
- > > gigantic feature set.
- >
- > I guess I wouldn't consider the OpenGL feature set to be gigantic, but it is
- > large, and the OpenGL sample implementation includes all of it.
- >
- > -- Kurt Akeley kurt@sgi.com (415) 390-3612 M/S 7U-550
-
- OK, lets say I buy all this. What happens when someone implements this
- (OpenGL) on something other than a high-end SGI graphics pipe?
-
- IMHO, unless this non-SGI pipe has all of the features of the SGI pipe,
- then you immediately get into data reformating, feature subseting, software
- emulation of features, all the stuff that is supposedly "not a problem" in
- OpenGL.
-
- --
- ======================================================================
- Maurice Smith |" I feel much better now that I've
- smitty@dsd.es.com (use it!) | given up all hope."
- Evans & Sutherland Computer Corp. |
- Salt Lake City, Utah | #include <standard_disclaimer>
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