Brian Paul to join Precision Insight 81
physic writes "Brian Paul, the maintainer and original author
of the free OpenGL library called
Mesa.
will be joining Precision Insight to work on Linux/Mesa fulltime. Mesa
is best know to the linux gaming community as the library that allows Quake3 to run under linux on 3dfx, nVidia TNT2, and Matrox G200/400 video cards. "
Food Is God (Score:1)
Ehm (Score:1)
So when the hell is............ (Score:1)
Re:Food Is Good (Score:1)
I used to use a penguin skin for CTF, but it stood out really well and I kept getting fragged.
Or maybe I'm just lousy. Hmm.
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QDMerge [rmci.net] 0.21!
Re:So when the hell is............ (Score:1)
- |Daryll
Mesa for TNT? (Score:1)
Q3 on TNT? (Score:2)
Re:Q3 on TNT? (Score:1)
Re:Ehm (Score:2)
He did actually accept the offer a little over a week ago, but his start date isn't until October.
- |Daryll
Re:Q3 on TNT? (Score:1)
The Voodoo cards do not go over the wire. They are essentially direct rendering already. (Albeit not integrated with the window system).
We demo'd Q3ATest at SIGGRAPH running in a window as our first full OpenGL implementation within the DRI.
- |Daryll
Re:Q3 on TNT? (Score:1)
Re:So when the hell is............ (Score:1)
Re:it is NOT an openGL library! (Score:2)
With the way SGI is embracing Linux, I doubt it.
Quake 3 under G200? (Score:1)
I did download Mesa at one point, and glx, but then I gave up when it wanted me to replace some libraries and recompile X. It was, and still is, a bit over my head, and struck me as the type of thing I would screw up, in the process permanently hosing my X Window System.
Is there an easier way?
Re:So when the hell is............ (Score:2)
ftp://ftp.cdrom.com/pub/idgames/idstuff/quake3/li
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Matrox / glx Linux advances (Score:1)
Cool (Score:1)
Re:Quake 3 under G200? (Score:2)
BTW: FAQ [openprojects.net]
Re:Matrox / glx Linux advances (Score:1)
Writing apps or writing development libraries (Score:1)
Re:Mesa for TNT? (Score:1)
PS-- my machine's a dual P3 450 running RH 6.0. Wonder how much that has to do with it...
Re:Cool - Major Congrat's! (Score:1)
Now, I wonder what he did with all that code for the 3D object designing tool he made that was developed under SunOS (a 68020 machine!) for the Pixar that UW-Oshkosh had back in '89... =)
Yes, kiddies - Pixar use to make hardware! Boy do I feel old...
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"All that is visible must grow and extend itself into the realm of the invisible."
Re:Quake 3 under G200? (Score:1)
On the developers' mailing list they had just decided to clean things up and make their first release, when they got a one-two-three punch from the release of the XFree86 pre-4.0 kit, specs on the WARP engine, and about a week's outage on their CVS server. The server is back up again, but they seem to be trying to take advantage of some of the new stuff before they can up a release kit.
Just a guess, but I suspect they'll have a kit out sometime during the autumn.
Re:it is NOT an openGL library! (Score:1)
For whatever it's worth, recent CVS versions of Mesa have been building a libGL.so rather than libMesaGL.so as was done previously. I won't pretend to know the story behind the change.
> That would require a hefty license
Does it really? I thought it would have to go through some kind of validation process, which likely as not isn't free, but I've never heard mention of a "hefty license".
I wouldn't be surprised if they and SGI were working together to get a "Genuine OpenGL" certification for Mesa, in order to get a standardized cross-platform 3D toolkit into the widest possible play before some other company (ahem!) takes over the field.
Pure Quake 1 - nothing else (Score:1)
If you've got skill, you can compensate for the lag (I used to be 28.8)
As long as you're connection isn't bursty its still the king. If it is bursty, well, the others suck pretty bad too...
Mesa has also been important to Macs (Score:3)
This isn't just Quake (Score:3)
We showed Quake at SIGGRAPH because it was an easy thing to leave running as a demo, not because games are the only, or even the most important OpenGL application.
- |Daryll
Re:Pure Quake 1 - nothing else (Score:1)
-brandon
Re:it is NOT an openGL library! (Score:1)
To officially be called OpenGL the product must pass a set of conformance tests and you must pay a licensing fee to SGI. Then you may call it OpenGL. That's why Mesa is called Mesa and not OpenGL.
In the future, I suspect Mesa will pass all the conformance tests, but it still won't be called OpenGL because no one will pay for the license.
- |Daryll
Visual classes and other stuff (Score:2)
I work on various unix workstations (including SGI, HP, Sun, and linux) and find that the commercial versions of unix have greater support for more visual classes than linux. I realize that linux has the "disadvantage" of trying to support a very wide range of graphic cards. I also realize that the lack of support (e.g., documentation) from various graphic card manufacturers makes things very difficult.
My X Window and OpenGL code sucks. I'm not a professional programmer but some low-life scientist that writes a lot of inefficient code; you know, cheese-ware full of holes. Giving me a wide range of available visual classes really helps. Pseudo-color overlay planes is also nice (coming soon in 4.0!).
My point is that I would really support anybody that makes my life easier. Writing code that has to take into account the availability of all the various visual classes and default depths is a real pain in the butt. I have to think that other ppl with legacy code would also want to have this. The economics of the problem also indicates that the cost of relatively cheap graphic cards easily offsets the cost of rewriting the programs.
I ask you to have some compassion for me as I have to use Motif.:-) OTOH, I'm not so proud to ask how I can better solve my problem. Nonetheless, congrats Brian; I'll start watching Precision Insight more.
Re:Food Is God (Score:1)
Many Thanks (Score:1)
Daryll makes a good point above that people should realize this impacts not only game playing, but could create a larger general awareness of linux from larger ISVs, and the users of their products.
The latest news that Brian has joined PI has me thrilled. This was the exact right move. Congratulations to all involved in the project.
Eric
is anyone there working on trim curves? (Score:1)
thats what will keep maya etc. off XF86-4
This is why I got a 3dfx card (Score:1)
All that matters is support, and right now if you run linux, your only REAL choice is a 3dfx. Gives you the nice
I'm the first to admit the TNT2 is a better card, but if the card is only "soft of" supported in mesa, X, etc, it's a moot point..Sit around and wait until it is? or get a 3dfx card, and enjoy what there is now?.
Linux world isn't like the Windows world, where you can simply compare hardware and get the best. You have to factor in the linux support as well. And what usually ends up happening is you end up with the 2nd or 3rd best, but with the 1st in linux support.
Re:Anybody hear about Permedia 2 drivers? (Score:1)
um SGI is betting there business on Linux (Score:1)
Re:This isn't just Quake (Score:1)
Re:Q3 on TNT? (Score:2)
The GLX renderer isn't amazing -- I have to turn off lightmaps, and I run in 640x480 (haven't really messed w/higher res modes, the card may have plenty of fill to do them...). I'm still waiting for DRI to get full performance out of the board.
Nonetheless, q3 ought to run acceptably on even a TNT with a few more of the settings tuned down...
Woo-hoo! (Score:1)
Does this mean Mesa is going to get more better faster? =)
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Linux support. (Score:2)
According to John Carmack in a posting on the glx-dev mailing list, the Linux G200 driver is almost as fast as the Windows driver (this is with his special, experimental, tree; soon to be merged (WID)) and he expects to to exceed the speed of the Windows driver soon. I thus do not regret my purchase. The driver is a little buggy (I get some strange effects when I die in certain modes in q3test), but very usable and fast enough for my dual celery 300a (without SMP support in Mesa) and even better when I crank up to 450.
You can keep your binary driver while I bask in the glory and warm fuzzies of my rapidly developing OS driver.
Re:This isn't just Quake (Score:1)
Re:frame of reference (Score:2)
Oh, I agree, video games drive the market (and don't tell me that those medical imaging systems don't get played with, who could resist playing with such a `toy'?), but the rest is very usefult for creating the games. They're also useful for affording to play the games.
Multi-threaded?? (Score:1)
Re:Writing apps or writing development libraries (Score:1)
Re:This isn't just Quake (Score:1)
As a graduate student in graphics at UC Berkeley, and I would love to be able to recommend installing some cheap Linux boxes to do 3D work in our lab. But until the graphics support reaches the same level as SGI or Windows (i.e. accelerated 3D in a window) I don't feel that Linux is useful enough for us.
Re:frame of reference (Score:1)
Dude, you have no clue how many billions of dollars are involved with the digital content creation, simulations and such. Don't even get me started on the space simulations part or the chemistry stuff.
Re:frame of reference (Score:1)
Under Linux today, I suspect games are not the largest market. That's because Linux isn't getting used on the home desktop as much. I know there are a lot companies that want 3D under Linux for other applications.
The reason I brought it up at all was that the posting was labelled as being about Quake and the threads were all about Quake. Digital content creation means the games can be built under Linux. It also means film production can be done under Linux. I worked on a film that approached $2B in worldwide gross. We did use Linux on it, but only as a render farm. I want to see that change. I know from first hand experience that it's a sizable market that is desperate to use Linux. I know people doing SciVis/Medical work with my 3dfx drivers and want better support. All those are important as well.
The bottom line is that it all needs good OpenGL. I want people to keep in mind the other capabilities that it will enable. Don't focus entirely on games.
- |Daryll
Re:Writing apps or writing development libraries (Score:1)
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Re:Writing apps or writing development libraries (Score:1)
Whoops.. (Score:1)
Re:it is NOT an openGL library! (Score:1)
With the way SGI is embracing MESA, I doubt it.
Over a year ago, they were saying that they were doing everything to get MESA be openGL compliant. The only thing they were refusing him was official OpenGL approval. That last issue might be eroding nowadays.
Roger.
Re:Q3 on TNT? (Score:1)
Actually, It runs better than Q2 here.
OpenGL Conformance and Mesa (Score:4)
That said, we did give Brian Paul access to the conformance tests for his own personal use, as an aid to improving Mesa.
There will be a great deal of OpenGL activity on Linux in the next few months, from SGI as well as others. Stay tuned. BTW, if anyone is thinking about going to the Open Source / Open Science [bnl.gov] conference at Brookhaven National Lab in October, I'll be speaking on OpenGL and Linux there (mostly a status update aimed at researchers, though).
Jon Leech
OpenGL Core Engineering
SGI
Congratulations (Score:1)
Congratulations on the new job - I know Avid Technology will miss you. Thanks for putting so much effort into Mesa.
Both you and all at Precision Insight and SGI deserve a cheer for chasing high-end 3D.
Now, get cracking!
Re:is anyone there working on trim curves? (Score:1)
When (not if, it's gotta be when) AW releases Maya for linux they will almost certainly require you to have one of the licensed OpenGL implementations from Xi Graphics or Metrolink. I'd bet SGI will also release their own implementation of OpenGL on linux (probably only supporting their own hardware).
After all if you're paying $5000US for a maya license $200 extra for a OpenGL implementation isn't really significant.
Re:OpenGL Conformance and Mesa (Score:1)
How much would it cost to get a particular driver conformant?
Shouldn't the OEMs be working on getting their graphics cards comformant? What can we do to "nudge" them along?
Pixar used to BE hardware (Score:1)
Man was that awesome! Upwards of 1000x1000 resolution with a billion colors, all packed into a case barely bigger than a family refrigerator
chris
Re:it is NOT an openGL library! (Score:1)
Any idea what the scale of the license is? Is it a per-copy license, or a one-time fee?
Re:Visual classes and other stuff (Score:1)
Re:Ignorance... :-/ (Score:2)
With that said, the customer demand right now is for Linux. The companies that are paying us to do the work are paying us to do Linux, and the vendors that want to write applications want to put them under Linux. So, the focus is still there.
- |Daryll
Congrats Brian! (Score:2)
Thad
Re:OpenGL Conformance and Mesa (Score:1)
The IHVs do work on conformance for their Windows drivers; they can't pass WHQL certification without it. Similarly for the workstation vendors on IRIX, HP/UX, Solaris, etc. On Linux or other OSes this hasn't become an issue yet; I don't know of any IHVs who are supporting their own OpenGL drivers for these platforms. This will change (is already changing at some companies), and at that point they'll put the effort in to pass conformance as part of their driver work.
I converted his stuff to Renderman. (Score:1)
The second major obsticle was that 'go' used camera and lookat point notation while Renderman simply stored the transformation matrix and nothing else. This meant that it was possible to recreate the camera point and lookat *direction*, but not the exact lookat point. This was a problem because the editor used the lookat point as the point to swing around when rotating the camera, and thus if you loose this information, the scene swings wildly when you rotate the camera and looks more like a 'pan' than a rotate. The solution was to assume that the scene was 'near' the world's origin point, and thus when recreating the lookat point, you pick the point along the lookat vector that is closest to the origin. (Simple math - find the point along the lookat vector where you get zero for the dot product of the lookat vector and a vector from the origin to the lookat point. A dot product of zero indicates perpendicular vectors, so that must be the closest point to the origin.)
Anyway, the project passed on to someone else when I left (I can't remember his name, but I remember the face), and it was mostly working then and he was going to add new features to it to take advantage of Renderman features that were not in Go.
I hope that long-winded answer helps satisfy your curiosity. I didn't meet him in person up close, but from fiddling with his source code I'd agree with your notion that he's quite a 3D guru. Some of that math was pretty neat and there was some things where at first glance it seems the algorithms shouldn't have worked but they did anyway. (Further examination showed that Brian was just being more clever than I could handle.) That guy is pretty darn cool. I wish him the best of luck in his new job.
Re:This isn't just Quake (Score:1)
Re:Food Is God (Score:1)
it will be mesa (Score:1)
sure they want it to run with that. its well known
that only a small portion of linux users use
xig or matrox. why would AW want to alienate them?
also, since games are already using mesa with acceleration, the conformance precedent is set.
maya is about $7k for complete and (i think)
$16k for unlimited.
the commercial implementation is significant.
the source of mesa has saved me alot
of time (and thus, my client alot of money)
i would certainly not want to be forced into
a non free (in speech sence) implementation.