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Author Topic: MorphOS ahead of AROS?  (Read 71973 times)

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Offline Jupp3

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Re: MorphOS ahead of AROS?
« on: April 05, 2012, 01:38:21 PM »
Quote from: itix;687029
I didnt mean it too seriously ;) Wondering how Mesa and Gallium3D in AROS would compare with TinyGL/Goa in MorphOS.
As I see it, TinyGL might be faster (at least in some cases) but Gallium3D is way more complete.

Don't have any experience with Gallium3D, but if I had to mention 2 major things that Gallium3D has (and TinyGL doesn't), they would be:
1)VBO (Vertex Buffer Object) support.
Instead of sending mesh data over (relatively slow) memory bus each time drawn, the data is uploaded to gfx ram (whenever it's initialized / changed) and drawn from there. According to my tests, that can even achieve 5x speedup. Basically it "adds a few functions around what you have with vertex arrays", so it's (relatively) easy to #ifdef for tinygl compatibility.
Should be relatively easy to implement in TinyGL too, at least compared to:

2)Shaders.
With shaders the coder can have (almost) total control what happens with vertices when given to OpenGL, and how the pixels will get their final color. Includes a C/C++-like language that's compiled when the program is ran (so the same binary will work on different gfx cards). This is totally different way to code for OpenGL, when compared to fixed function pipeline (which TinyGL uses)

OpenGL ES2 doesn't have any fixed function pipeline (Which ES1 was based on), and the entire fixed function pipeline was also deprecated in OpenGL 3.0 (and removed from 3.1, current version being 4.2).

While the fixed function pipeline will likely never be removed from "desktop implementations", more and more code will be written using shaders instead, as that's the "current" way of doing things.

In addition, TinyGL is also missing several "minor" features, such as color index mode and stipple support (both of which are almost totally useless, and also deprecated) - occassionally you might find some OpenGL game that uses some exotic functionality that TinyGL is missing, or just isn't working as expected.
« Last Edit: April 05, 2012, 01:45:45 PM by Jupp3 »
 

Offline Jupp3

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Re: MorphOS ahead of AROS?
« Reply #1 on: April 10, 2012, 02:18:06 PM »
Quote from: Digiman;687480
Like I said PPC iMO is 90s CPU design so OS4/MOS are stuck unless an IBM Xenon PPC motherboard and AOS/MOS version comes out.

Just curious. Are you an X86 fan (1978's design), a 680x0 fan (1979's design) or an ARM fan (1983's design) or what?

I don't claim that X86 (or ARM) didn't have many advantages over PPC, but surely "recentness of the design they are based on" isn't among them :hammer:
 

Offline Jupp3

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Re: MorphOS ahead of AROS?
« Reply #2 on: April 11, 2012, 09:44:11 AM »
Quote from: Digiman;687938
I suspect you are someone who can't separate x86 (ic 64bit) and Microsoft Windows computer.
No, personally I mostly use X86 nowadays with linux (my ARM-equipped phone being on secondary place), although that would be Atom in most of the cases, as I don't really need that much CPU power for "most things", and it definitely makes sense for any "always on" system (Yes, I know ARM could save even more on the electricity bill). PowerPC (with MorphOS) comes as third, sometimes when you have to spend entire day fighting with certain system, you might want to use something different at home :hammer:

Basically I just find it funny how someone considers PowerPC's "90's design" to be a bad thing, as the CPU it's most often (f.ex. in this thread) compared to, is based on 1978's design. Unlike in many other areas, in CPU design, I'd say "newer == better". Of course that won't automatically make it fast, popular or good choice (usually due to lack of previous point)

-EDIT-

And as for Microsoft windows, I know that earlier NT versions (3, was it?) supported several processors, including PowerPC. Current (desktop) Windows only runs on X86 / X86-64, but next version will add ARM support. Windows Mobile / Phone of course runs on other hardware, but that's almost totally different story.

-EDIT-

And where "official" Windows doesn't run, wine will run windows binaries compiled for the platform it's running on. Which is quite useless, as even if a program is 100% open source, if it depends on some (X86-only, as most) library which isn't, no chance running it. Of course wine itself provides own versions of some "Windows internals".
« Last Edit: April 11, 2012, 08:20:15 PM by Jupp3 »