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-
-
-The Linux 3Dfx HOWTO
-
-
-
-----
-
-!!!The Linux 3Dfx HOWTO
-
-!!Bernd Kreimeier
-(
-bk@gamers.org)v1.16, 6 February 1998
-
-
-----
-''This document describes 3Dfx graphics accelerator chip
-support for Linux. It lists some supported hardware,
-describes how to configure the drivers, and answers
-frequently asked questions.''
-----
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-!!1. Introduction
-
-
-*1.1 Contributors and Contacts
-
-*1.2 Acknowledgments
-
-*1.3 Revision History
-
-*1.4 New versions of this document
-
-*1.5 Feedback
-
-*1.6 Distribution Policy
-
-
-
-
-
-!!2. Graphics Accelerator Technology
-
-
-*2.1 Basics
-
-*2.2 Hardware configuration
-
-*2.3 A bit of Voodoo Graphics (tm) architecture
-
-
-
-
-
-!!3. Installation
-
-
-*3.1 Installing the board
-
-*3.2 Setting up the Displays
-
-*3.3 Installing the Glide distribution
-
-
-
-
-
-!!4. Answers To Frequently Asked Questions
-
-
-
-
-!!5. FAQ: Requirements?
-
-
-*5.1 What are the system requirements?
-
-*5.2 Does it work with Linux-Alpha?
-
-*5.3 Which 3Dfx chipsets are supported?
-
-*5.4 Is the Voodoo Rush (tm) supported?
-
-*5.5 Which boards are supported?
-
-*5.6 How do boards differ?
-
-*5.7 What about AGP?
-
-
-
-
-
-!!6. FAQ: Voodoo Graphics (tm)? 3Dfx?
-
-
-*6.1 Who is 3Dfx?
-
-*6.2 Who is Quantum3D?
-
-*6.3 What is the Voodoo Graphics (tm)?
-
-*6.4 What is the Voodoo Rush (tm)?
-
-*6.5 What is the Voodoo 2 (tm)?
-
-*6.6 What is VGA pass-though?
-
-*6.7 What is Texelfx or TMU?
-
-*6.8 What is a Pixelfx unit?
-
-*6.9 What is SLI mode?
-
-*6.10 Is there a single board SLI setup?
-
-*6.11 How much memory? How many buffers?
-
-*6.12 Does the Voodoo Graphics (tm) do 24 or 32 bit color?
-
-*6.13 Does the Voodoo Graphics (tm) store 24 or 32 bit z-buffer per pixel?
-
-*6.14 What resolutions does the Voodoo Graphics (tm) support?
-
-*6.15 What texture sizes are supported?
-
-*6.16 Does the Voodoo Graphics (tm) support paletted textures?
-
-*6.17 What about overclocking?
-
-*6.18 Where could I get additional info on Voodoo Graphics (tm)?
-
-
-
-
-
-!!7. FAQ: Glide? TexUS?
-
-
-*7.1 What is Glide anyway?
-
-*7.2 What is TexUS?
-
-*7.3 Is Glide freeware?
-
-*7.4 Where do I get Glide?
-
-*7.5 Is the Glide source available?
-
-*7.6 Is Linux Glide supported?
-
-*7.7 Where could I post Glide questions?
-
-*7.8 Where to send bug reports?
-
-*7.9 Who is maintaining it?
-
-*7.10 How can I contribute to Linux Glide?
-
-*7.11 Do I have to use Glide?
-
-*7.12 Should I program using the Glide API?
-
-*7.13 What is the Glide current version?
-
-*7.14 Does it support multiple Texelfx already?
-
-*7.15 Is Linux Glide identical to DOS/Windows Glide?
-
-*7.16 Where to I get information on Glide?
-
-*7.17 Where to get some Glide demos?
-
-*7.18 What is ATB?
-
-
-
-
-
-!!8. FAQ: Glide and XFree86?
-
-
-*8.1 Does it run with XFree86?
-
-*8.2 Does it only run full screen?
-
-*8.3 What is the problem with AT3D/Voodoo Rush (tm) boards?
-
-*8.4 What about GLX for XFree86?
-
-*8.5 Glide and commerical X Servers?
-
-*8.6 Glide and SVGA?
-
-*8.7 Glide and GGI?
-
-
-
-
-
-!!9. FAQ: OpenGL/Mesa?
-
-
-*9.1 What is OpenGL?
-
-*9.2 Where to get additional information on OpenGL?
-
-*9.3 Is Glide an OpenGL implementation?
-
-*9.4 Is there an OpenGL driver from 3Dfx?
-
-*9.5 Is there a commercial OpenGL for Linux and 3Dfx?
-
-*9.6 What is Mesa?
-
-*9.7 Does Mesa work with 3Dfx?
-
-*9.8 How portable is Mesa with Glide?
-
-*9.9 Where to get info on Mesa?
-
-*9.10 Where to get information on Mesa Voodoo?
-
-*9.11 Does Mesa support multitexturing?
-
-*9.12 Does Mesa support single pass trilinear mipmapping?
-
-*9.13 What is the Mesa "Window Hack"?
-
-*9.14 How about GLUT?
-
-
-
-
-
-!!10. FAQ: But Quake?
-
-
-*10.1 What about that 3Dfx GL driver for Quake?
-
-*10.2 Is there a 3Dfx based glQuake for Linux?
-
-*10.3 Does glQuake run in an XFree86 window?
-
-*10.4 Known Linux Quake problems?
-
-*10.5 Know Linux Quake security problems?
-
-*10.6 Does !LinuxQuake use multitexturing?
-
-*10.7 Where can I get current information on Linux glQuake?
-
-
-
-
-
-!!11. FAQ: Troubleshooting?
-
-
-*11.1 Has this hardware been tested?
-
-*11.2 Failed to change I/O privilege?
-
-*11.3 Does it work without root privilege?
-
-*11.4 Displayed images looks awful (single screen)?
-
-*11.5 The last frame is still there (single or dual screen)?
-
-*11.6 Powersave kicks in (dual screen)?
-
-*11.7 My machine seem to lock (X11, single screen)?
-
-*11.8 My machine locks (single or dual screen)?
-
-*11.9 My machine locks (used with S3 VGA board)?
-
-*11.10 No address conflict, but locks anyway?
-
-*11.11 Mesa runs, but does not access the board?
-
-*11.12 Resetting dual board SLI?
-
-*11.13 Resetting single board SLI?
-
-----
-
-!!1. Introduction
-
-
-This is the Linux 3Dfx HOWTO document. It is intended as a quick
-reference covering everything you need to know to install and
-configure 3Dfx support under Linux. Frequently asked questions
-regarding the 3Dfx support are answered, and references
-are given to some other sources of information on a variety of topics
-related to computer generated, hardware accelerated 3D graphics.
-
-
-This information is only valid for Linux on the Intel platform. Some
-information may be applicable to other processor architectures, but I
-have no first hand experience or information on this. It is only
-applicable to boards based on 3Dfx technology, any other graphics
-accelerator hardware is beyond the scope of this document.
-
-
-
-
-
-
-
-!!1.1 Contributors and Contacts
-
-
-
-This document would not have been possible without all the
-information contributed by other people - those involved
-in the Linux Glide port and the beta testing process, in
-the development of Mesa and the Mesa Voodoo drivers, or
-rewieving the document on behalf of 3Dfx and Quantum3D.
-Some of them contributed entire sections to this document.
-
-
-Daryll Strauss
-">daryll@harlot.rb.ca.us did the port,
-Paul J. Metzger
-">pjm@rbd.com
-modified the Mesa Voodoo driver (written by
-David Bucciarelli
-">tech.hmw@plus.it) for Linux,
-Brian Paul
-">brianp@RA.AVID.COM
-integrated it
-with his famous Mesa library. With respect to Voodoo Graphics (tm)
-accelerated Mesa, additional thanks has to go to Henri Fousse,
-Gary !McTaggart, and the maintainer of the 3Dfx Mesa
-for DOS, Charlie Wallace
-">Charlie.Wallace@unistudios.com.
-The folks at 3Dfx,
-notably Gary Sanders, Rod Hughes, and Marty Franz, provided
-valuable input, as did Ross Q. Smith of Quantum3D. The
-pages on the Voodoo Extreme and Operation 3Dfx websites
-provided useful info as well, and in some case I relied on
-the 3Dfx local Newsgroups. The Linux glQuake2 port
-that uses Linux Glide and Mesa is maintained by
-Dave Kirsch
-">zoid@idsoftware.com.
-Thanks to all those who sent
-e-mail regarding corrections and updates, and special
-thanks to Mark Atkinson for reminding me of the dual
-cable setup.
-
-
-Thanks to the SGML-Tools package (formerly known as Linuxdoc-SGML),
-this HOWTO is available in several formats, all generated from a
-common source file. For information on SGML-Tools see its homepage
-at
-pobox.com/~cg/sgmltools.
-
-
-
-
-
-
-
-!!1.2 Acknowledgments
-
-
-
-3Dfx, the 3Dfx Interactive logo, Voodoo Graphics (tm), and Voodoo Rush (tm)
-are registered trademarks of 3Dfx Interactive, Inc.
-Glide, TexUS, Pixelfx and Texelfx are trademarks of
-3Dfx Interactive, Inc. OpenGL is a registered trademark of
-Silicon Graphics. Obsidian is a trademark of Quantum3D.
-Other product names are trademarks of the respective holders,
-and are hereby considered properly acknowledged.
-
-
-
-
-!!1.3 Revision History
-
-
-
-
-
-; __Version 1.03__:
-
-First version for public release.
-; __Version 1.16__:
-
-Current version v1.16 6 February 1998.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-!!1.4 New versions of this document
-
-
-
-You will find the most recent version of this document at
-www.gamers.org/dEngine/xf3D/.
-
-
-New versions of this document will be periodically posted to the
-comp.os.linux.answers newsgroup. They will also be uploaded
-to various anonymous ftp sites that archive such information including
-ftp://sunsite.unc.edu/pub/Linux/docs/HOWTO/.
-
-
-Hypertext versions of this and other Linux HOWTOs are available on
-many World-Wide-Web sites, including
-sunsite.unc.edu/LDP/. Most Linux CD-ROM
-distributions include the HOWTOs, often under the
-/usr/doc/directory, and you can also buy printed copies from
-several vendors.
-
-
-If you make a translation of this document into another language, let
-me know and I'll include a reference to it
here.
-
-
-
-
-
-
-
-!!1.5 Feedback
-
-
-
-I rely on you, the reader, to make this HOWTO useful. If you have any
-suggestions, corrections, or comments, please send them to me (
-bk@gamers.org), and I will try to
-incorporate them in the next revision. Please add
-HOWTO 3Dfx to the Subject-line of the mail, so procmail
-will dump it in the appropriate folder.
-
-
-Before sending bug reports or questions, ''please read all of the
-information in this HOWTO'', and ''send detailed information
-about the problem''.
-
-
-If you publish this document on a CD-ROM or in hardcopy form, a
-complimentary copy would be appreciated. Mail me for my postal
-address. Also consider making a donation to the
-Linux Documentation Project to help support
-free documentation for Linux. Contact the
-Linux HOWTO coordinator, Tim Bynum
-(
-linux-howto@sunsite.unc.edu),
-for more information.
-
-
-
-
-
-
-
-!!1.6 Distribution Policy
-
-
-
-Copyright (c) 1997, 1998 by Bernd Kreimeier.
-This document may be
-distributed under the terms set forth in the LDP license
-at
-sunsite.unc.edu/LDP/COPYRIGHT.html.
-
-
-This HOWTO is free documentation; you can redistribute it and/or
-modify it under the terms of the LDP license.
-This document 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 LDP license for more details.
-
-
-
-
-
-
-
-
-
-
-
-
-----
-
-!!2. Graphics Accelerator Technology
-
-!!2.1 Basics
-
-
-
-This section gives a ''very'' cursory overview of computer
-graphics accelerator technology, in order to help you understand
-the concepts used later in the document. You should consult e.g.
-a book on OpenGL in order to learn more.
-
-
-
-
-!!2.2 Hardware configuration
-
-
-
-Graphics accelerators come in different flavors: either
-as a separate PCI board that is able to pass through
-the video signal of a (possibly 2D or video accelerated)
-VGA board, or as a PCI board that does both VGA and
-3D graphics (effectively replacing older VGA controllers).
-The 3Dfx boards based on the Voodoo Graphics (tm) belong to the
-former category. We will get into this again later.
-
-
-
-If there is no address conflict, any 3D accelerator
-board could be present under Linux without interfering,
-but in order to access the accelerator, you will need
-a driver. A combined 2D/3D accelerator might behave
-differently.
-
-
-
-
-!!2.3 A bit of Voodoo Graphics (tm) architecture
-
-
-
-Usually, accessing texture memory and frame/depth buffer is a
-major bottleneck. For each pixel on the screen, there are
-at least one (nearest), four (bi-linear), or eight (tri-linear
-mipmapped) read accesses to texture memory, plus a read/write
-to the depth buffer, and a read/write to frame buffer memory.
-
-
-The Voodoo Graphics (tm) architecture separates texture memory from
-frame/depth buffer memory by introducing two separate
-rendering stages, with two corresponding units (Pixelfx and
-Texelfx), each having a separate memory interface to dedicated
-memory. This gives an above-average fill rate, paid for
-restrictions in memory management (e.g. unused framebuffer
-memory can not be used for texture caching).
-
-
-Moreover, a Voodoo Graphics (tm) could use two TMU's (texture management
-or texelfx units), and finally, two Voodoo Graphics (tm) could be
-combined with a mechanism
-called Scan-Line Interleaving (SLI). SLI essentially
-means that each Pixelfx unit effectively provides only
-every other scanline, which decreases bandwidth impact
-on each Pixelfx' framebuffer memory.
-
-
-
-
-
-
-----
-
-!!3. Installation
-
-
-Configuring Linux to support 3Dfx accelerators involves the
-following steps:
-
-
-
-
-
-#Installing the board.
-#
-
-#Installing the Glide distribution.
-#
-
-#Compiling, linking and/or running the application.
-#
-
-
-
-The next sections will cover each of these steps in detail.
-
-
-
-
-!!3.1 Installing the board
-
-
-
-Follow the manufacturer's instructions for installing the hardware or
-have your dealer perform the installation.
-It should not be necessary to select settings for IRQ, DMA channel,
-either Plug&Pray (tm) or factory defaults should work. The
-add-on boards described here are memory mapped devices and do
-not use IRQ's. The only kind of conflict to avoid
-is memory overlap with other devices.
-
-
-As 3Dfx does not develop or sell any boards, do not contact
-them on any problems.
-
-
-
-
-!Troubleshooting the hardware installation
-
-
-To check the installation and the memory mapping, do
-cat /proc/pci. The output should contain something like
-----
-
-Bus , device 12, function :
-VGA compatible controller: S3 Inc. Vision 968 (rev ).
-Medium devsel. IRQ 11.
-Non-prefetchable 32 bit memory at 0xf4000000.
-Bus , device 9, function :
-Multimedia video controller: Unknown vendor Unknown device (rev 2).
-Vendor id=121a. Device id=1.
-Fast devsel. Fast back-to-back capable.
-Prefetchable 32 bit memory at 0xfb000000.
-
-----
-for a Diamond Monster 3D used with a Diamond Stealth-64. Additionally
-a cat /proc/cpuinfo /proc/meminfo might be helpfull for
-tracking down conflicts and/or submitting a bug report.
-
-
-With current kernels, you will probably get a boot warning
-like
-----
-
-Jun 12 12:31:52 hal kernel: Warning : Unknown PCI device (121a:1).
-Please read include/linux/pci.h
-
-----
-which could be safely ignored. If you happen to have a board
-not very common, or have encountered a new revision, you should
-take the time to follow the advice in /usr/include/linux/pci.h
-and send all necessary information
-to
-linux-pcisupport@cao-vlsi.ibp.fr.
-
-
-If you experience any problems with the board, you should
-try to verify that DOS and/or Win95 or NT support works. You
-will probably not receive any useful response from a
-board manufacturer on a bug report or request regarding
-Linux. Having dealt with the Diamond support e-mail
-system, I would not expect useful responses for other
-operating systems either.
-
-
-
-
-!Configuring the kernel
-
-
-There is no kernel configuration necessary, as long as PCI
-support is enabled.
-The
-Linux Kernel HOWTO should be consulted for the details of
-building a kernel.
-
-
-
-
-
-
-
-!Configuring devices
-
-
-The current drivers do not (yet) require any special devices.
-This is different from other driver developments
-(e.g. the sound drivers, where you will find
-a /dev/dsp and /dev/audio). The
-driver uses the /dev/mem device which should
-always be available. In consequence, you need to use
-setuid or root privileges to access the
-accelerator board.
-
-
-
-
-!!3.2 Setting up the Displays
-
-
-
-There are two possible setups with add-on boards. You
-could either pass-through the video signal from your
-regular VGA board via the accelerator board to the
-display, or you could use two displays at the same time.
-Rely to the manual provided by the board manufacturer
-for details. Both configurations have been tried with
-the Monster 3D board.
-
-
-
-
-!Single screen display solution
-
-
-This configuration allows you to check basic operations
-of the accelerator board - if the video signal is not
-transmitted to the display, hardware failure is possible.
-
-
-Beware that the video output signal might deteoriate
-significantly if passed through the video board. To
-a degree, this is inevitable. However, reviews have
-complained about below-average of the cables provided
-e.g. with the Monster 3D, and judging from the one I
-tested, this has not changed.
-
-
-There are other pitfalls in single screen configurations.
-Switching from the VGA display mode to the accelerated
-display mode will change resolution and refresh rate as
-well, even if you are using 640x480 e.g. with X11, too.
-Moreover, if you are running X11, your application is
-responsible for demanding all keyboard and mouse events,
-or you might get stuck because of changed scope and exposure
-on the X11 display (that is effectively invisible when the
-accelerated mode is used) You could use SVGA console mode
-instead of X11.
-
-
-If you are going to use a single screen configuration and
-switch modes often, remember that your monitor hardware
-might not enjoy this kind of use.
-
-
-
-
-
-
-
-!Single screen dual cable setup
-
-
-Some high end monitors (e.g. the EIZO F-784-T)
-come with two connectors, one with 5 BNC connectors
-for RGB, HSync, VSync, the other e.g. a regular VGA
-or a 13W3 Sub-D VGA.
-These displays usually also feature a front panel
-input selector to safely switch from one to the
-other. It is thus possible to use e.g. a VGA-to-BNC
-cable with your high end 2D card, and a VGA-to-13W3
-Sub-D cable with your 3Dfx, and effectively run dual
-screen on one display.
-
-
-
-
-
-
-
-!Dual screen display solution
-
-
-The accelerator board does not need the VGA input signal.
-Instead of routing the common video output through the
-accelerator board, you could attach a second monitor to
-its output, and use both at the same time. This solution
-is more expensive, but gives best results, as your main
-display will still be hires and without the signal
-quality losses involved in a pass-through solution. In
-addition, you could use X11 and the accelerated full
-screen display in parallel, for development and debugging.
-
-
-A common problem is that the accelerator board will not
-provide any video signal when not used. In consequence,
-each time the graphics application terminates, the
-hardware screensave/powersave might kick in depending
-on your monitors configuration. Again, your hardware
-might not enjoy being treated like this. You should
-use
-----
-
-setenv SST_DUALSCREEN 1
-
-----
-to force continued video output in this setup.
-
-
-
-
-!!3.3 Installing the Glide distribution
-
-
-
-The Glide driver and library are provided as a single
-compressed archive. Use tar and gzip
-to unpack, and follow the instructions in the
-README and INSTALL accompanying the distribution.
-Read the install script and run it. Installation puts
-everything in /usr/local/glide/include,lib,bin and sets
-the ld.conf to look there. Where it installs and setting
-ld.conf are independent actions. If you skip the ld.conf
-step then you need the LD_LIBRARY_PATH.
-
-
-You will need to install the header files in a location
-available at compile time, if you want to compile your own
-graphics applications. If you do not want to use the
-installation as above (i.e. you insist on a different
-location), make sure that any application could access
-the shared libary at runtime, or you will get a response
-like
-can't load library 'libglide.so'.
-
-
-
-
-
-
-
-
-
-
-!Using the detect program
-
-
-There is a bin/detect program in the distribution
-(the source is not available). You have to run it as root,
-and you will get something like
-----
-
-slot vendorId devId baseAddr0 command description
----- -------- ------ ---------- ------- -----------
-00 0x8086 0x122d 0x00000000 0x0006 Intel:430FX (Triton)
-07 0x8086 0x122e 0x00000000 0x0007 Intel:ISA bridge
-09 0x121a 0x0001 0xfb000008 0x0002 3Dfx:video multimedia adapter
-10 0x1000 0x0001 0x0000e401 0x0007 ???:SCSI bus controller
-11 0x9004 0x8178 0x0000e001 0x0017 Adaptec:SCSI bus controller
-12 0x5333 0x88f0 0xf4000000 0x0083 S3:VGA-compatible display co
-
-----
-as a result. If you do not have root privileges, the program will
-bail out with
-----
-
-Permission denied: Failed to change I/O privilege. Are you root?
-
-----
-output might come handy for a bug report as well.
-
-
-
-
-
-
-
-
-
-
-!Using the test programs
-
-
-Within the Glide distribution, you will find a folder with
-test programs. Note that these test programs are under
-3Dfx copyright, and are legally available for use only
-if you have purchased a board with a 3Dfx chipset. See
-the LICENSE file in the distribution, or
-their web site
-www.3dfx.com for details.
-
-
-It is recommend to compile and link the test programs even
-if there happen to be binaries in the distribution. Note
-that some of the programs will requires some files
-like alpha.3df from the distribution to be available
-in the same folder.
-All test programs use the 640x480 screen resolution. Some
-will request a veriety of single character inputs, others
-will just state Press A Key To Begin Test. Beware
-of loss of input scope if running X11 on the same screen
-at the same time.
-
-
-See the README.test for a list of programs, and other details.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-----
-
-!!4. Answers To Frequently Asked Questions
-
-
-The following section answers some of the questions that
-(will) have been asked on the Usenet news groups and mailing
-lists. The FAQ has been subdivided into several parts for
-convenience, namely
-
-
-*FAQ: Requirements?
-*
-
-*FAQ: Voodoo Graphics (tm)? 3Dfx?
-*
-
-*FAQ: Glide?
-*
-
-*FAQ: Glide and SVGA?
-*
-
-*FAQ: Glide and XFree86?
-*
-
-*FAQ: Glide versus OpenGL/Mesa?
-*
-
-*FAQ: But Quake?
-*
-
-*FAQ: Troubleshooting?
-*
-
-Each section lists several questions and answers, which
-will hopefully address most problems.
-
-
-
-
-
-
-----
-
-!!5. FAQ: Requirements?
-
-!!5.1 What are the system requirements?
-
-
-
-A Linux PC, PCI 2.1 compliant, a monitor capable
-of 640x480, and a 3D accelerator board based on
-the 3Dfx Voodoo Graphics (tm). It will work on a P5 or P6,
-with or without MMX. The current version does not
-use MMX, but it has some optimized code paths for P6.
-
-
-At one point, some 3Dfx statements seemed to
-imply that using Linux Glide required using a
-!RedHat distribution. Note that while
-Linux Glide has originally been ported in a
-!RedHat 4.1 environment, it has been used and
-tested with many other Linux distributions,
-including homebrew, Slackware, and Debian 1.3.1.
-
-
-
-
-!!5.2 Does it work with Linux-Alpha?
-
-
-
-There is currently no Linux Glide distribution available
-for any platform besides i586. As the Glide sources are
-not available for distribution, you will have to
-wait for the binary. Quantum3D has DEC Alpha support
-announced for 2H97. Please contact Daryll Strauss
-if you are interested in supporting this.
-
-
-There is also the issue of porting the the assembly
-modules. While there are alternative C paths in the
-code, the assembly module in Glide (essentially
-triangle setup) offered significant performance gains
-depending on the P5 CPU used.
-
-
-
-
-
-
-
-!!5.3 Which 3Dfx chipsets are supported?
-
-
-
-Currently, the 3Dfx Voodoo Graphics (tm) chipset is supported
-under Linux. The Voodoo Rush (tm) chipset is not yet supported.
-
-
-
-
-!!5.4 Is the Voodoo Rush (tm) supported?
-
-
-
-The current port of Glide to Linux does not support
-the Voodoo Rush (tm). An update is in the works.
-
-
-The problem is that at one point the Voodoo Rush (tm) driver
-code in Glide depended on Direct Draw. There was
-an SST96 based DOS portion in the library that could
-theoretically be used for Linux, as soon as all
-portions residing in the 2D/Direct Draw/D3D combo
-driver are replaced.
-
-
-Thus Voodoo Rush (tm) based boards like the
-''Hercules Stingray 128/3D''
-or ''Intergraph Intense Rush'' are not supported
-yet.
-
-
-
-
-
-
-
-!!5.5 Which boards are supported?
-
-
-
-There are no officially supported boards, as 3Dfx does
-not sell any boards. This section does not attempt to
-list all boards, it will just give an overview, and
-will list only boards that have been found to cause
-trouble.
-
-
-It is important to recognize that Linux support for a given
-board does not only require a driver for the 3D accelerator
-component. If a board features its own VGA core as well,
-support by either Linux SVGA or XFree86 is required as well
-(see section about Voodoo Rush (tm) chipset).
-Currently, an add-on solution is recommended, as it allows
-you to choose a regular graphics board well supported for
-Linux. There are other aspects discussed below.
-
-
-All Quantum3D Obsidian boards, independend of texture
-memory, frame buffer memory, number of Pixelfx and
-Texelfx units, and SLI should work. Same for all other
-Voodoo Graphics (tm) based boards, like Orchid Righteous 3D, Canopus
-Pure 3D, Flash 3D, and Diamond Monster 3D.
-Voodoo Rush (tm) based boards are not yet supported.
-
-
-Boards that are not based on 3Dfx chipsets (e.g. manufactured
-by S3, Matrox, 3Dlabs, Videologic) do ''not'' work with the 3Dfx
-drivers and are beyond the scope of this document.
-
-
-
-
-
-
-
-
-
-
-!!5.6 How do boards differ?
-
-
-
-As the board manufacturers are using the same chipset,
-any differences are due to board design. Examples are
-quality of the pass-through cable and connectors
-(reportedly, Orchid provided better quality than
-Diamond), availability of a TV-compliant video
-signal output (Canopus Pure 3D), and, most notably,
-memory size on board.
-
-
-Most common were boards for games
-with 2MB texture cache and 2 MB framebuffer memory,
-however, the Canopus Pure3D comes with a maximal
-4 MB texture cache, which is an advantage e.g.
-with games using dynamically changed textures,
-and/or illumation textures (Quake, most notably).
-The memory architecture of a typical Voodoo Graphics (tm)
-board is described below, in a separate section.
-
-
-Quantum 3D offers the widest selection of 3Dfx-based
-boards, and is probably the place to go if you are
-looking for a high end Voodoo Graphics (tm) based board configuration.
-Quantum 3D is addressing the visual simulation market,
-while most of the other vendors are only targetting the
-consumer-level PC-game market.
-
-
-
-
-
-
-
-!!5.7 What about AGP?
-
-
-
-There is no Voodoo Graphics (tm) or Voodoo Rush (tm) AGP board that I am
-aware of. I am not aware of AGP support under Linux,
-and I do not know whether upcmong AGP boards using
-3Dfx technology might possibly be supported with
-Linux.
-
-
-
-
-
-
-
-
-
-----
-
-!!6. FAQ: Voodoo Graphics (tm)? 3Dfx?
-
-!!6.1 Who is 3Dfx?
-
-
-
-3Dfx is a San Jose based manufacturer of 3D graphics
-accelerator hardware for arcade games, game consoles,
-and PC boards.
-Their official website is
-www.3dfx.com. 3Dfx does not sell any boards,
-but other companies do, e.g. Quantum3D.
-
-
-
-
-
-
-
-!!6.2 Who is Quantum3D?
-
-
-
-Quantum3D started as a 3Dfx spin-off, manufacturing
-high end accelerator boards based on 3Dfx chip
-technology for consumer and business market, and
-supplying arcade game technology. See
-their home page at
-www.quantum3d.com
-for additional information. For general inquiries
-regarding Quantum3D,
-please send mail to
-info@quantum3d.
-
-
-
-
-
-
-
-
-
-
-!!6.3 What is the Voodoo Graphics (tm)?
-
-
-
-The Voodoo Graphics (tm) is a chipset manufactured by 3Dfx. It
-is used in hardware acceleration boards for the PC.
-See the HOWTO section on supported hardware.
-
-
-
-
-!!6.4 What is the Voodoo Rush (tm)?
-
-
-
-The Voodoo Rush (tm) is a derivate of the Voodoo Graphics (tm) that
-has an interface to cooperate with a 2D VGA
-video accelerator, effectively supporting
-accelerated graphics in windows. This combo
-is currently not supported with Linux.
-
-
-
-
-!!6.5 What is the Voodoo 2 (tm)?
-
-
-
-The Voodoo 2 (tm) is the successor of the Voodoo Graphics (tm) chipset,
-featuring several improvements. It is announced
-for late March 1998, and annoucements of Voodoo 2 (tm)
-based boards have been published e.g. by Quantum 3D,
-by Creative Labs, Orchid Technologies, and
-Diamond Multimedia.
-
-
-The Voodoo 2 (tm) is supposed to be backwards compatible.
-However, a new version of Glide will have to be
-ported to Linux.
-
-
-
-
-
-
-
-!!6.6 What is VGA pass-though?
-
-
-
-The Voodoo Graphics (tm) (but not the Voodoo Rush (tm)) boards are
-add-on boards, meant to be used with a regular
-2D VGA video accelerator board. In short, the
-video output of your regular VGA board is used
-as input for the Voodoo Graphics (tm) based add-on board,
-which by default passes it through to the display
-also connected to the Voodoo Graphics (tm) board. If the
-Voodoo Graphics (tm) is used (e.g. by a game), it will
-disconnect the VGA input signal, switch the
-display to a 640x480 fullscreen mode with the
-refresh rate configured by SST variables and
-the application/driver, and generate the video
-signal itself. The VGA doesn't need to be aware
-of this, and won't be.
-
-
-This setup has several advantages: free choice
-of 2D VGA board, which is an issue with Linux,
-as XFree86 drivers aren't available for all
-chipsets and revisions, and a cost effective
-migration path to accelerated 3D graphics. It
-also has several disadvantages: an application
-using the Voodoo Graphics (tm) might not re-enable video
-output when crashing, and regular VGA video
-signal deteoriates in the the pass-through
-process.
-
-
-
-
-!!6.7 What is Texelfx or TMU?
-
-
-
-Voodoo Graphics (tm) chipsets have two units. The first one interfaces
-the texture memory on the board, does the texture mapping,
-and ultimately generates the input for the second unit
-that interfaces the framebuffer. This one is called
-Texelfx, aka Texture Management Unit, aka TMU. The neat
-thing about this is that a board can use two Texelfx
-instead of only one, like some of
-the Quantum3D Obsidian boards did, effectively doubling the
-processing power in some cases, depending on the application.
-
-
-As each Texelfx can address 4MB texture memory, a dual
-Texelfx setup has an effective texture cache of up to 8MB.
-This can be true even if only one Texelfx is actually
-needed by a particular application, as textures can be
-distributed to both Texelfx, which are used depending
-on the requested texture. Both Texelfx are used together
-to perform certain operations as trilinear filtering and
-illumination texture/lightmap passes (e.g. in glQuake)
-in a single pass instead of the two passes that are
-required with only one Texelfx. To actually exploit the
-theoretically available speedup and cache size increase,
-a Glide application has to use both Texelfx properly.
-
-
-The two Texelfx can not be used separately to
-each draw a textured triangle at the same time. A triangle
-is always drawn using whatever the current setup is,
-which can be to use both Texelfx for a single pass
-operation combining two textures, or one Texelfx
-for only a single texture. Each Texelfx can only
-access its own memory.
-
-
-
-
-
-
-
-!!6.8 What is a Pixelfx unit?
-
-
-
-Voodoo Graphics (tm) chipsets have two units. The second one interfaces
-the framebuffer and ultimately generates the depth buffer
-and pixel color updates. This one is called Pixelfx. The
-neat thing here is that two Pixelfx units can cooperate
-in SLI mode, like with some of the Quantum3D Obsidian boards,
-effectively doubling the frame rate.
-
-
-
-
-
-
-
-!!6.9 What is SLI mode?
-
-
-
-SLI means "Scanline Interleave". In this mode, two Pixelfx
-are connected and render in alternate turns, one handling
-odd, the other handling even scanlines of the actual output.
-Inthis mode, each Pixelfx stores only half of the image
-and half of the depth buffer data in its own local
-framebuffer, effectively doubling the number of pixels.
-
-
-The Pixelfx in question can be on the same board,
-or on two boards properly connected. Some Quantum3D
-Obsidian boards support SLI with Voodoo Graphics (tm).
-
-
-As two cards can decode the same PCI addresses and receive
-the same data, there is not necessarily additional bus
-bandwidth required by SLI. On the other hand, texture
-data will have to be replicated on both boards, thus
-the amount of texture memory effectively stays the same.
-
-
-
-
-
-
-
-!!6.10 Is there a single board SLI setup?
-
-
-
-There are now two types of Quantum3D SLI boards.
-The intial setup used two boards, two PCI slots,
-and an interconnect (e.g. the Obsidian 100-4440).
-The later revision which performs identically is
-contained on one full-length PCI board (e.g.
-Obsidian 100-4440SB). Thus a single board SLI
-solution is possible, and has been done.
-
-
-
-
-
-
-
-!!6.11 How much memory? How many buffers?
-
-
-
-The most essential difference between different boards
-using the Voodoo Graphics (tm) chipset is the amount and
-organization of memory. Quantum3D used a three digit
-scheme to descibe boards. Here is a slightly modifed
-one (anticipating Voodoo 2 (tm)). Note that if you use
-more than one Texelfx, they need the same amount of
-texture cache memory each, and if you combine two
-Pixelfx, each needs the same amount of frame buffer
-memory.
-----
-
-"SLI / Pixelfx / Texelfx1 / Texelfx2 "
-
-----
-It means that a common 2MB+2MB board would be a
-1/2/2/0 solution, with the minimally
-required total 4Mb of memory. A Canopus Pure 3D
-would be 1/2/4/, or 6MB. An Obsidian-2220
-board with two Texelfx would be 1/2/2/2,
-and an Obsidian SLI-2440 board would be 2/2/4/4.
-A fully featured dual board solution (2 Pixelfx, each
-with 2 Texelfx and 4MB frame buffer, each Texelfx 4 MB
-texture cache) would be 2/4/4/4, and the
-total amount of memory would be
-SLI*(Pixelfx+Texelfx1+Texelfx2), or 24 MB.
-
-
-So there.
-
-
-
-
-!!6.12 Does the Voodoo Graphics (tm) do 24 or 32 bit color?
-
-
-
-No. The Voodoo Graphics (tm) architecture uses 16bpp internally.
-This is true for Voodoo Graphics (tm), Voodoo Rush (tm) and Voodoo 2 (tm)
-alike. Quantum3D claims to implement 22-bpp effective color depth
-with an enhanced 16-bpp frame buffer, though.
-
-
-
-
-!!6.13 Does the Voodoo Graphics (tm) store 24 or 32 bit z-buffer per pixel?
-
-
-
-No. The Voodoo Graphics (tm) architecture uses 16bpp internally
-for the depth buffer, too. This again is true for Voodoo Graphics (tm),
-Voodoo Rush (tm) and Voodoo 2 (tm) alike. Again, Quantum3D claims
-that using the floating point 16-bits per pixel (bpp) depth
-buffering provides 22-bpp effective Z-buffer precision.
-
-
-
-
-!!6.14 What resolutions does the Voodoo Graphics (tm) support?
-
-
-
-The Voodoo Graphics (tm) chipset supports up to 4 MB frame buffer
-memory. Presuming double buffering and a depth buffer,
-a 2MB framebuffer will support a resolution of 640x480.
-With 4 MB frame buffer, 800x600 is possible.
-
-
-Unfortunately 960x720 is not supported. The Voodoo Graphics (tm)
-chipset requires that the amount of memory for a particular
-resolution must be such that the vertical and horizontal
-resolutions must be evenly divisible by 32. The video
-refresh controller, though can output any particular
-resolution, but the "virtual" size required for the memory
-footprint must be in dimensions evenly divisible by 32.
-So, 960x720 actually requires 960x736 amount of memory,
-and 960x736x2x3 = 4.04MBytes.
-
-
-However, using two boards with SLI, or a dual Pixelfx
-SLI board means that each framebuffer will only have
-to store half of the image. Thus 2 times 4 MB in SLI
-mode are good up to 1024x768, which is the maximum
-because of the overall hardware design. You will be
-able to do 1024x768 tripled buffered with Z, but you
-will not be able to do e.g. 1280x960 with double
-buffering.
-
-
-Note that triple buffering (no VSync synchonization
-required by the application), stereo buffering (for
-interfacing LCD shutters) and other more demanding
-setups will severely decrease the available resolution.
-
-
-
-
-
-
-
-!!6.15 What texture sizes are supported?
-
-
-
-The maximum texture size for the Voodoo Graphics (tm) chipset
-is 256x256, and you have to use powers of two. Note
-that for really small textures (e.g. 16x16) you
-are better off merging them into a large texture,
-and adjusting your effective texture coordinates
-appropriately.
-
-
-
-
-!!6.16 Does the Voodoo Graphics (tm) support paletted textures?
-
-
-
-The Voodoo Graphics (tm) hardware and Glide support the palette
-extension to OpenGL. The most recent version of
-Mesa does support the
-GL_EXT_paletted_texture
-and
-GL_EXT_shared_texture_palette extensions.
-
-
-
-
-
-
-
-!!6.17 What about overclocking?
-
-
-
-If you want to put aside considerations about warranty
-and overheating, and want to do overclocking to boost
-up performance even further, there is related info out
-on the web. The basic mechanism is to use
-Glide environment variables to adjust the clock.
-
-
-Note that the actual recommended clock is board
-dependend. While the default clock speed is 50 Mhz,
-the Diamond Monster 3D property sheet lets you set up
-a clock of 57 MHz. It all comes down to the design of
-a specific board, and which components are used with
-the Voodoo Graphics (tm) chipset - most notably access speed of
-the RAM in question. If you exceed the limits of your
-hardware, rendering artifacts will occur to say the
-least. Reportedly, 57 MHz usually works, while 60 MHz
-or more is already pushing it.
-
-
-Increasing the clock frequency also means increasing
-the waste heat disposed in the chips, in a nonlinear
-dependency (10% increase in frequency means a lot
-larger increase in heating). In consequence, for permanent
-overclocking you might want to educate yourself about
-ways to add cooling fans to the board in a way that does
-not affect warranty. A very recommendable source is
-the "3Dfx Voodoo Heat Report" by Eric van Ballegoie,
-available on the web.
-
-
-
-
-
-
-
-!!6.18 Where could I get additional info on Voodoo Graphics (tm)?
-
-
-
-There is a FAQ by 3Dfx, which should be available
-at their
-web site.
-You will find retail information
-at the following locations:
-www.3dfx.com
-and
-www.quantum3d.com.
-
-
-Inofficial sites that have good info
-are "Voodoo Extreme" at
-www.ve3d.com, and
-"Operation 3Dfx"
-at
-www.ve3d.com.
-
-
-
-
-
-
-
-
-
-----
-
-!!7. FAQ: Glide? TexUS?
-
-!!7.1 What is Glide anyway?
-
-
-
-Glide is a proprietary API plus drivers to access
-3D graphics accelerator hardware based on chipsets
-manufactured by 3Dfx. Glide has been developed
-and implemented for DOS, Windows, and Macintosh, and
-has been ported to Linux by Daryll Strauss.
-
-
-
-
-!!7.2 What is TexUS?
-
-
-
-In the distribution is a libtexus.so, which
-is the 3Dfx Interactive Texture Utility Software.
-It is an image processing libary and utility program
-for preparing images for use with the 3Dfx
-Interactive Glide library. Features of TexUS include
-file format conversion, MIPmap creation, and support for
-3Dfx Interactive Narrow Channel Compression
-textures.
-
-
-The TexUS utility program texus
-reads images in several popular formats (TGA, PPM,
-RGT), generates MIPmaps, and writes the
-images as 3Dfx Interactive textures files
-(see e.g. alpha.3df, as found in the distribution)
-or as an image file for inspection. For details
-on the parameters for texus, and the
-API, see the TexUS documentation.
-
-
-
-
-
-
-
-!!7.3 Is Glide freeware?
-
-
-
-Nope. Glide is neither GPL'ed nor subject to any other
-public license. See LICENSE in the distribution for any
-details. Effectively, by downloading and using it, you
-agree to the End User License Agreement (EULA) on the
-3Dfx web site. Glide is provided as binary only,
-and you should
-neither use nor distribute any files but the ones released
-to the public, if you have not signed an NDA. The Glide
-distribution including the test program sources are
-copyrighted by 3Dfx.
-
-
-The same is true for all the sources in the Glide
-distribution. In the words of 3Dfx: These are not public
-domain, but they can be freely distributed to
-owners of 3Dfx products only. No card, No code!
-
-
-
-
-!!7.4 Where do I get Glide?
-
-
-
-The entire 3Dfx SDK is available for download off their
-public web-site located at
-www.3dfx.com/software/download_glide.html. Anything
-else 3Dfx publicly released by 3Dfx is nearby on
-their website, too.
-
-
-There is also an FTP site,
-ftp.3dfx.com. The FTP has a longer timeout, and some
-of the larger files have been broken into 3 files
-(approx. 3MB each).
-
-
-
-
-
-
-
-!!7.5 Is the Glide source available?
-
-
-
-Nope. The Glide source is made available only based
-on a special agreement and NDA with 3Dfx.
-
-
-
-
-!!7.6 Is Linux Glide supported?
-
-
-
-Currently, Linux Glide is unsupported. Basically,
-it is provided under the same disclaimers
-as the 3Dfx GL DLL (see below).
-
-
-However, 3Dfx definitely wants to provide as much
-support as possible, and is in the process of
-setting up some prerequisites. For the time being,
-you will have to rely on the 3Dfx newsgroup (see
-below).
-
-
-In addition, the Quantum3D web page claims that
-Linux support (for Obsidian) is planned for both Intel
-and AXP architecture systems in 2H97.
-
-
-
-
-!!7.7 Where could I post Glide questions?
-
-
-
-There are newsgroups currently available only on
-the NNTP server
-news.3dfx.com run by 3Dfx.
-This USENET groups are dedicated to
-3Dfx and Glide in general, and will mainly provide
-assistance for DOS, Win95, and NT. The current
-list includes:
-----
-
-3dfx.events
-3dfx.games.glquake
-3dfx.glide
-3dfx.glide.linux
-3dfx.products
-3dfx.test
-
-----
-and the 3dfx.oem.products.* group for
-specific boards, eg. 3dfx.oem.products.quantum3d.obsidian.
-Please use
-news.3dfx.com/3dfx.glide.linux for all
-Lnux Glide related questions.
-
-
-A mailing list dedicated to Linux Glide is in preparation
-for 1Q98. Send mail to
-majordomo@gamers.org, no subject,
-body of the message info linux-3dfx to get
-information about the posting guidelines, the
-hypermail archive and how
-to subscribe to the list or the digest.
-
-
-
-
-
-
-
-!!7.8 Where to send bug reports?
-
-
-
-Currently, you should rely on the newsgroup (see above),
-that is
-news.3dfx.com/3dfx.glide.linux.
-There is no official support e-mail set up yet.
-For questions not specific to Linux Glide, make sure
-to use the other newsgroups.
-
-
-
-
-!!7.9 Who is maintaining it?
-
-
-
-3Dfx will appoint an official maintainer soon.
-Currently, inofficial maintainer of the Linux
-Glide port is Daryll Strauss. Please post
-bug reports in the newsgroup (above). If you
-are confident that you found a bug not previously
-reported, please mail to Daryll at
-daryll@harlot.rb.ca.us
-
-
-
-!!7.10 How can I contribute to Linux Glide?
-
-
-
-You could submit precise bug reports. Providing sample
-programs to be included in the distribution is another
-possibility. A major contribution would be adding
-code to the Glide based Mesa Voodoo driver source.
-See section on Mesa Voodoo below.
-
-
-
-
-
-
-
-!!7.11 Do I have to use Glide?
-
-
-
-Yes. As of now, there is no other Voodoo Graphics (tm) driver available
-for Linux. At the lowest level, Glide is the only interface
-that talks directly to the hardware. However, you
-can write OpenGL code without knowing anything about Glide,
-and use Mesa with the Glide based Mesa Voodoo driver.
-It helps to be aware of the involvement of Glide for
-recognizing driver limitations and bugs, though.
-
-
-
-
-
-
-
-!!7.12 Should I program using the Glide API?
-
-
-
-That depends on the application you are heading for.
-Glide is a proprietary API that is partly similar
-to OpenGL or Mesa, partly contains features
-only available as EXTensions to some OpenGL
-implementations, and partly contains features not
-available anywhere but within Glide.
-
-
-If you want to use the OpenGL API, you will need
-Mesa (see below).
-Mesa, namely the Mesa Voodoo driver, offers an
-API resembling the well documented and widely
-used OpenGL API. However, the Mesa Voodoo driver
-is in early alpha, and you will have to accept
-performance losses and lack of support for some
-features.
-
-
-In summary, the decision is up to you - if you
-are heading for maximum performance while
-accepting potential problems with porting to
-non-3Dfx hardware, Glide is not a bad
-choice. If you care about maintenance, OpenGL
-might be the best bet in the long run.
-
-
-
-
-
-
-
-!!7.13 What is the Glide current version?
-
-
-
-The current version of Linux Glide is 2.4.
-The next version will probably be identical to
-the current version for DOS/Windows, which is 2.4.3,
-which comes in two distributions. Right now, various
-parts of Glide are different for Voodoo Rush (tm) (VR)
-and Voodoo Graphics (tm) (VG) boards. Thus you have to pick up
-separate distributions (under Windows) for VR and VG.
-The same will be true for Linux. There will possibly
-be another chunk of code and another distribution for
-Voodoo 2 (tm) (V2) boards.
-
-
-There is also a Glide 3.0 in preparation that
-will extend the API for use of triangle fans
-and triangle strips, and provide better state
-change optimization. Support for fans and strips
-will in some situations significantly reduce the
-amount of data sent ber triangle, and the
-Mesa driver will benefit from this, as
-the OpenGL API has separate modes for this. For
-a detailed explanation on this see e.g. the
-OpenGL documentation.
-
-
-
-
-
-
-
-!!7.14 Does it support multiple Texelfx already?
-
-
-
-Multiple Texelfx/TMU's can be used for single pass
-trilinear mipmapping for improvement image
-quality without performance penalty in current
-Linux Glide already. You will need a board
-with two Texelfx (that is, one of the appropriate
-Quantum3D Obsidian boards). The application needs
-to specify the use of both Texelfx accordingly,
-it does not happen automatically.
-
-
-Note that because most applications are implemented for
-consumer boards with a single Texelfx, they might not
-query the presence of a second Texelfx, and thus not
-use it. This is not a flaw of Glide but of the
-application.
-
-
-
-
-
-
-
-
-
-
-!!7.15 Is Linux Glide identical to DOS/Windows Glide?
-
-
-
-The publicly available version of Linux Glide should
-be identical to the respective DOS/Windows versions.
-Delays in releasing the Linux port of newer DOS/Windows
-releases are possible.
-
-
-
-
-!!7.16 Where to I get information on Glide?
-
-
-
-There is exhaustive information available from
-3Dfx. You could download it from their home
-page at
-www.3dfx.com/software/download_glide.html.
-These are for free, presuming you bought a 3Dfx
-hardware based board. Please read the licensing regulations.
-
-
-Basically, you should look for some of the following:
-
-
-*''Glide Release Notes''
-*
-
-*''Glide Programming Guide''
-*
-
-*''Glide Reference Manual''
-*
-
-*''Glide Porting Guide''
-*
-
-*''!TexUs Texture Utility Software''
-*
-
-*''ATB Release Notes''
-*
-
-*''Installing and Using the Obsidian''
-*
-
-These are available as Microsoft Word documents, and
-part of the Windows Glide distribution, i.e.
-the self-extracting archive file. Postscript copies
-for separate download should be available at
-www.3dfx.com as well. Note that the release
-numbers are not always in sync with those of Glide.
-
-
-
-
-
-
-
-!!7.17 Where to get some Glide demos?
-
-
-
-You will find demo sources for Glide within the
-distribution (test programs), and on the 3Dfx home
-page. The problem with the latter is that some require
-ATB. To port these demos to Linux, the event handling
-has to be completely rewritten.
-
-
-In addition, you might find useful some of the OpenGL
-demo sources accompanying Mesa and GLUT. While
-the Glide API is different from the OpenGL API,
-they target the same hardware rendering pipeline.
-
-
-
-
-
-
-
-!!7.18 What is ATB?
-
-
-
-Some of the 3Dfx demo programs for Glide depend
-not only on Glide but also on 3Dfx's proprietary Arcade
-Toolbox (ATB), which is available for DOS and Win32,
-but has not been ported for Linux. If you are a devleoper,
-the sources are available within the Total Immersion
-program, so porting ATB to Linux would be possible.
-
-
-
-
-
-
-----
-
-!!8. FAQ: Glide and XFree86?
-
-
-
-
-!!8.1 Does it run with XFree86?
-
-
-
-Basically, the Voodoo Graphics (tm) hardware does not care about X. The
-X server will not even notice that the video signal generated
-by the VGA hardware does not reach the display in single screen
-configurations. If your application is not written X aware,
-Glide switching to full screen mode might cause problems
-(see troubleshooting section). If you do not want the overhead
-of writing an X11-aware application, you might want to use
-SVGA console mode instead.
-
-
-So yes, it does run with XFree86, but no, it is not cooperating
-if you don't write your application accordingly. You can use
-the Mesa "window hack", which will be significantly slower
-than fullscreen, but still a lot faster than software rendering
-(see section below).
-
-
-
-
-
-
-
-!!8.2 Does it only run full screen?
-
-
-
-See above. The Voodoo Graphics (tm) hardware is not window environment
-aware, neither is Linux Glide. Again, the experimental
-Mesa "window hack" covered below will allow for pasting
-the Voodoo Graphics (tm) board framebuffer's content into an X11 window.
-
-
-
-
-
-
-
-!!8.3 What is the problem with AT3D/Voodoo Rush (tm) boards?
-
-
-
-There is an inherent problem when using
-Voodoo Rush (tm) boards with Linux: Basically, these
-boards are meant to be VGA 2D/3D accelerator
-boards, either as a single board solution,
-or with a Voodoo Rush (tm) based daughterboard used
-transparently. The VGA component tied to the
-Voodoo Rush (tm) is a Alliance Semiconductor's
-!ProMotion-AT3D multimedia accelerator.
-To use this e.g. with XFree86 at all, you need
-a driver for the AT3D chipset.
-
-
-There is a mailing list on this, and a web site
-with FAQ at
-www.frozenwave.com/linux-stingray128.
-Look there for most current info.
-There is a SuSE maintained driver at
-ftp.suse.com/suse_update/special/xat3d.tgz.
-Reportedly, the XFree86 SVGA server also
-works, supporting 8, 16 and 32 bpp.
-Official support will probably be in XFree86 4..
-XFree86 decided to prepare an intermediate XFree86 3.3.2
-release as well, which might already address the issues.
-
-
-The
-following XF86Config settings reportedly work.
-----
-
-# device section settings
-Chipset "AT24"
-Videoram 4032
-# videomodes tested by Oliver Schaertel
-# 25.18 28.32 for 640 x 480 (70hz)
-# 61.60 for 1024 x 786 (60hz)
-# 120 for 1280 x 1024 (66hz)
-
-----
-In summary, there is nothing prohibiting this except
-for the fact that the drivers in XFree86 are not yet
-finished.
-
-
-If you want a more technical explanation: Voodoo Rush (tm) support
-requires X server changes to support grabbing a buffer
-area in the video memory on the AT3D board, as the Voodoo Rush (tm)
-based boards need to store their back buffer and z buffer
-there. This memory allocation and locking requirement is not
-a 3Dfx specific problem, it is also needed e.g. for
-support of TV capture cards, and is thus under active
-development for XFree86. This means changes at the
-device dependend X level (thus XAA), which are currently
-implemented as an extension to XFree86 DGA (Direct Graphics
-Access, an X11 extension proposal implemented in different ways
-by Sun and XFree86, that is not part of the final X11R6.1
-standard and thus not portable). It might be part of an
-XFree86 GLX implementation later on. The currently distributed
-X servers assume they have full control of the framebuffer,
-and use anything that is not used by the visual region of the
-framebuffer as pixmap cache, e.g. for caching fonts.
-
-
-
-
-
-
-
-!!8.4 What about GLX for XFree86?
-
-
-
-There are a couple of problems.
-
-
-The currently supported Voodoo Graphics (tm) hardware and the available
-revision of Linux Glide are full screen only, and not set up
-to share a framebuffer with a window environment. Thus GLX
-or other integration with X11 is not yet possible.
-
-
-The Voodoo Rush (tm) might be capable of cooperating with XFree86
-(that is, an SVGA compliant board will work with the
-XFree86 SVGA server),
-but it is not yet supported by Linux Glide, nor do
-S3 or other XFree86 servers support these boards yet.
-
-
-In addition, GLX is tied to OpenGL or, in the Linux case, to Mesa.
-The XFree86 team is currently working on integrating Mesa with
-their X Server. GLX is in beta, XFree86 3.3 has the hooks for GLX.
-See Steve Parker's GLX pages at
-www.cs.utah.edu/~sparker/xfree86-3d/
-for the most recent information.
-Moreover, there is a joint effort by XFree86 and
-!SuSe, which includes a GLX, see
-www.suse.de/~sim/.
-Currently, Mesa still uses its GLX emulation with Linux.
-
-
-
-
-
-
-
-!!8.5 Glide and commerical X Servers?
-
-
-
-I have not received any mail regarding use
-of Glide and/or Mesa with commercial X Servers.
-I would be interested to get confirmation on this,
-especially on Mesa and Glide with a commercial
-X Server that has GLX support.
-
-
-
-
-
-
-
-!!8.6 Glide and SVGA?
-
-
-
-You should have no problems running Glide based applications
-either single or dual screen using VGA modes. It might be a good
-idea to set up the 640x480 resolution in the SVGA modes, too,
-if you are using a single screen setup.
-
-
-
-
-!!8.7 Glide and GGI?
-
-
-
-A GGI driver for Glide is under development by Jon
-M. Taylor, but has not officially been released and was put
-on hold till completion of GGI ..9. For information about
-GGI see
-synergy.caltech.edu/~ggi/.
-If you are adventurous,
-you might find the combination of XGGI (a GGI based
-X Server for XFree86) and GGI for Glide an interesting
-prospect. There is also a GGI driver interfacing the
-OpenGL API; tested with unaccelerated Mesa. Essentially,
-this means X11R6 running on a Voodoo Graphics (tm), using
-either Mesa or Glide directly.
-
-
-
-
-
-
-
-
-
-----
-
-!!9. FAQ: OpenGL/Mesa?
-
-!!9.1 What is OpenGL?
-
-
-
-OpenGL is an immediate mode graphics programming API
-originally developed by SGI based on their previous
-proprietary Iris GL, and became in industry standard
-several years ago. It is defined and maintained by
-the Architectural Revision Board (ARB), an organization
-that includes members as SGI, IBM, and DEC, and Microsoft.
-
-
-OpenGL provides a complete feature set for 2D and
-3D graphics operations in a pipelined hardware
-accelerated architecture for triangle and polygon
-rendering. In a broader sense, OpenGL is a powerful
-and generic toolset for hardware assisted computer
-graphics.
-
-
-
-
-
-
-
-!!9.2 Where to get additional information on OpenGL?
-
-
-
-The official site for OpenGL maintained by the members
-of the ARB, is
-www.opengl.org,
-
-
-A most recommended site is Mark Kilgard's Gateway to OpenGL
-Info at
-reality.sgi.com/mjk_asd/opengl-links.html:
-it provides pointers to book, online manual pages, GLUT,
-GLE, Mesa, ports to several OS, tons of demos and tools.
-
-
-If you are interested in game programming using OpenGL,
-there is the OpenGL-!GameDev-L@fatcity.com at
-Listserv@fatcity.com. Be warned, this is
-a high traffic list with very technical content, and
-you will probably prefer to use procmail to
-handle the 100 messages per day coming in. You cut
-down bandwidth using the
-SET OpenGL-!GameDev-L DIGEST
-command. It is also
-not appropriate if you are looking for introductions.
-The archive is handled by the !ListServ software, use
-the
-INDEX OpenGL-!GameDev-L
-and
-GET OpenGL-!GameDev-L "filename"
-commands to get a preview before subscribing.
-
-
-
-
-
-
-
-
-
-
-!!9.3 Is Glide an OpenGL implementation?
-
-
-
-No, Glide is a proprietary 3Dfx API which several features
-specific to the Voodoo Graphics (tm) and Voodoo Rush (tm). A 3Dfx OpenGL is
-in preparation (see below). Several Glide features would require
-EXTensions to OpenGL, some of which already found in other
-implementations (e.g. paletted textures).
-
-
-The closest thing to a hardware accelerated Linux OpenGL
-you could currently get is Brian Paul's Mesa
-along with David Bucciarelli's Mesa Voodoo driver (see below).
-
-
-
-
-
-
-
-!!9.4 Is there an OpenGL driver from 3Dfx?
-
-
-
-Both the 3Dfx website and the Quantum3D website
-announced OpenGL for Voodoo Graphics (tm) to be available 4Q97.
-The driver is currently in Beta, and accessible only
-to registered deverloper's under written Beta test
-agreement.
-
-
-A linux port has not been announced yet.
-
-
-
-
-
-
-
-!!9.5 Is there a commercial OpenGL for Linux and 3Dfx?
-
-
-
-I am not aware of any third party commercial OpenGL
-that supports the Voodoo Graphics (tm). Last time I paid attention,
-neither MetroX nor XInside OpenGL did.
-
-
-
-
-
-
-
-!!9.6 What is Mesa?
-
-
-
-Mesa is a free implementation of the OpenGL API, designed
-and written by Brian Paul, with contributions from many
-others. Its performance is competitive, and while it
-is not officially certified, it is an almost fully
-compliant OpenGL implementation conforming to the ARB
-specifications - more complete than some commercial
-products out, actually.
-
-
-
-
-
-
-
-!!9.7 Does Mesa work with 3Dfx?
-
-
-
-The latest Mesa !MesaVer; release works with
-Linux Glide 2.4. In fact, support was included
-in earlier versions, however, this driver is still under
-development, so be prepared for bugs and less than optimal
-performance. It is steadily improving, though, and bugs
-are usually fixed very fast.
-
-
-You will need to get the Mesa library archive
-from the
-iris.ssec.wisc.edu FTP site.
-It is recommended to subscribe to the mailing list
-as well, especially when trying to track down bugs,
-hardware, or driver limitations. Make sure to get
-the most recent distribution. A Mesa-3.0 is in
-preparation.
-
-
-
-
-
-
-
-!!9.8 How portable is Mesa with Glide?
-
-
-
-It is available for Linux and Win32, and any application
-based on Mesa will only have the usual system specific
-code, which should usually mean XWindows vs. Windows,
-or GLX vs. WGL. If you use e.g. GLUT or Qt, you should
-get away with any system specifics at all for virtually
-most
-applications. There are only a few issues (like sampling
-relative mouse movement) that are not adressed by the
-available portable GUI toolkits.
-
-
-Mesa/Glide is also available for DOS. The port
-which is 32bit DOS is maintained by Charlie Wallace
-and kept up to date with the main Mesa base. See
-www.geocities.com/~charlie_x/.for the
-most current releases.
-
-
-
-
-
-
-
-!!9.9 Where to get info on Mesa?
-
-
-
-The Mesa home page is at
-www.ssec.wisc.edu/~brianp/Mesa.html.
-There is an archive of the Mesa mailing list.
-at
-www.iqm.unicamp.br/mesa/. This list is
-not specific to 3Dfx and Glide, but if
-you are interested in using 3Dfx hardware
-to accelerate Mesa, it is a good place to
-start.
-
-
-
-
-!!9.10 Where to get information on Mesa Voodoo?
-
-
-
-For latest information on the Mesa Voodoo driver
-maintained by David Bucciarelli
-tech.hmw@plus.it
-see the home page at
-www-hmw.caribel.pisa.it/fxmesa/.
-
-
-
-
-
-
-
-
-
-
-!!9.11 Does Mesa support multitexturing?
-
-
-
-Not yet (as of Mesa 2.6), but it is on the list.
-In Mesa you will probably have to use the OpenGL
-EXT_multitexture extension once it is
-available. There is no final specification for
-multitextures in OpenGL, which is supposed to be
-part of the upcoming OpenGL 1.2 revision. There might
-be a Glide driver specific implementation of
-the extension in upcoming Mesa releases, but as
-long as only certain Quantum3D Obsidian boards come
-with multiple TMU's, it is not a top priority. This
-will surely change once Voodoo 2 (tm) based boards are in
-widespread use.
-
-
-
-
-
-
-
-
-
-
-
-
-
-!!9.12 Does Mesa support single pass trilinear mipmapping?
-
-
-
-Multiple TMU's should be used for single pass
-trilinear mipmapping for improvement image
-quality without performance penalty in current
-Linux Glide already. Mesa support is not
-yet done (as of Mesa 2.6), but is in
-preparation.
-
-
-
-
-
-
-
-
-
-
-!!9.13 What is the Mesa "Window Hack"?
-
-
-
-The most recent revisions of Mesa contain an experimental
-feature for Linux XFree86. Basically, the GLX emulation
-used by Mesa copies the contents of the Voodoo Graphics (tm) board's
-most recently finished framebuffer content into video
-memory on each glXSwapBuffers call. This feature
-is also available with Mesa for Windows.
-
-
-This obviously puts some drain on the PCI, doubled by
-the fact that this uses X11 MIT SHM, not XFree86 DGA
-to access the video memory. The same approach could
-theoretically be used with e.g. SVGA. The major benefit
-is that you could use a Voodoo Graphics (tm) board for accelerated
-rendering into a window, and that you don't have to
-use the VGA passthrough mode (video output
-of the VGA board deteoriates in passing through,
-which is very visible with high end monitors like
-e.g. EIZO F784-T).
-
-
-Note that this experimental feature is ''NOT''
-Voodoo Rush (tm) support by any means. It applies only
-to the Voodoo Graphics (tm) based boards. Moreover, you need to
-use a modified GLUT, as interfacing the window
-management system and handling the events appropriately
-has to be done by the application, it is not handled
-in the driver.
-
-
-Make really sure that you have enabled the
-following environment variables:
-----
-
-export SST_VGA_PASS=1 # to stop video signal switching
-export SST_NOSHUTDOWN=1 # to stop video signal switching
-export MESA_GLX_FX="window" # to initiate Mesa window mode
-
-----
-If you manage to forget one of the SST variables, your
-VGA board will be shut off, and you will loose the
-display (but not the actual X). It is pretty hard to
-get that back being effectively blind.
-
-
-Finally, note that the libMesaGL.a (or .so) library can contain
-multiple client interfaces. I.e. the GLX, OSMesa, and fxMesa
-(and even SVGAMesa) interfaces call all be compiled into the
-same libMesaGL.a. The client program can use any of them freely,
-even simultaneously if it's careful.
-
-
-
-
-
-
-
-
-
-
-
-
-
-!!9.14 How about GLUT?
-
-
-
-Mark Kilgard's GLUT distribution is a very good place to
-get sample applications plus a lot of useful utilities.
-You will find it at
-reality.sgi.com/mjk_asd/glut3/,
-and you should get it anyway. The current release is
-GLUT 3.6, and discussion on a GLUT 3.7 (aka GameGLUT)
-has begun. Note that Mark Kilgard has left SGI recently,
-so the archive might move some time this year - for the
-time being it will be kept at SGI.
-
-
-There is also a GLUT mailing list,
-glut@perp.com. Send mail to
-majordomo@perp.com,
-with the (on of the) following
-in the body of your email message:
-----
-
-help
-info glut
-subscribe glut
-end
-
-----
-
-
-As GLUT handles double buffers, windows, events,
-and other operations closely tied to hardware and operating
-system, using GLUT with Voodoo Graphics (tm) requires support, which
-is currently in development within GLX for Mesa. It
-already works for most cases.
-
-
-
-
-
-
-----
-
-!!10. FAQ: But Quake?
-
-!!10.1 What about that 3Dfx GL driver for Quake?
-
-
-
-The 3Dfx Quake GL, aka mini-driver, aka miniport,
-aka Game GL, aka 3Dfx GL alpha, implemented only a
-Quake-specific subset of OpenGL (see
-http://www.cs.unc.edu/~martin/3dfx.html for
-an inofficial list of supported code paths). It is
-not supported, and not updated anymore.
-It was a Win32 DLL (opengl32.dll) released
-by 3Dfx and was available for Windows only. This
-DLL is not, and will not be ported to Linux.
-
-
-
-
-!!10.2 Is there a 3Dfx based glQuake for Linux?
-
-
-
-Yes. A Quake linuxquake v0.97 binary has been released
-based on Mesa with Glide. The Quake2 q2test binary
-for Linux and Voodoo Graphics (tm) has been made available as well.
-A full Quake2 for Linux was released in January 1998,
-with linuxquake2-3.10. Dave "Zoid" Kirsch is the
-official maintainer of all Linux ports of Quake,
-Quakeworld, and Quake2, including all the recent
-Mesa based ports. Note that all Linux ports, including
-the Mesa based ones, are not officially supported by
-id Software.
-
-
-See
-ftp.idsoftware.com/idstuff/quake/unix/ for
-the latest releases.
-
-
-
-
-!!10.3 Does glQuake run in an XFree86 window?
-
-
-
-A revision of Mesa and the Mesa-based Linux glQuake
-is in preparation. Mesa already does support this
-by GLX, but Linux glQuake does not use GLX.
-
-
-
-
-
-
-
-!!10.4 Known Linux Quake problems?
-
-
-
-Here is an excerpt, as of January 7th, 1998. I omitted
-most stuff not specific to &3Dfx; hardware.
-
-
-*You really should run Quake2 as root when using the SVGALib and/or GL
-renders. You don't have to run as root for the X11 refresh, but the modes
-on the mouse and sound devices must be read/writable by whatever user you
-run it as. Dedicated server requires no special permissions.
-*
-
-*X11 has some garbage on the screen when 'loading'. This is normal in 16bit
-color mode. X11 doesn't work in 24bit (!TrueColor). It would be very slow
-in any case.
-*
-
-*Some people are experiencing crashes with the GL renderer. Make sure you
-install the libMesa that comes with Quake2! Older versions of libMesa don't
-work properly.
-*
-
-*If you are experience video 'lag' in the GL renderer (the frame rate feels
-like it's lagging behind your mouse movement) type "gl_finish 1" in the
-console. This forces update on a per frame basis.
-*
-
-*When running the GL renderer, make sure you have killed selection and/or
-gpm or the mouse won't work as they won't "release" it while Quake2 is
-running in GL mode.
-*
-
-
-
-
-
-!!10.5 Know Linux Quake security problems?
-
-
-
-As Dave Kirsch posted on January 28th, 1998: an exploit
-for Quake2 under Linux has been published. Quake2 is using
-shared libraries. While the READMRE so far does not
-specifically mention it, note that Quake2 should not be
-setuid.
-
-
-If you want to use the ref_soft and ref_gl
-renderers, you should run Quake2 as root. Do not make the
-binary setuid. You can only run both those renderers at
-the console only, so being root is not that much of an issue.
-
-
-The X11 render does not need any root permissions
-(if /dev/dsp is writable by others for sound).
-The dedicated server mode does not need to be root either,
-obviously.
-
-
-Problems such as root requirements for games has been sort
-of a sore spot in Linux for a number of years now. This is
-one of the goals that e.g. GGI is targetting to fix.
-A ref_ggi might be supported in the near future.
-
-
-
-
-!!10.6 Does !LinuxQuake use multitexturing?
-
-
-
-To my understadnding, glQuake will use a multitexture
-EXTension if the OpenGL driver in question offers it.
-The current Mesa implementation and the Glide driver
-for Linux do not yet support this extension, so for the
-time being the answer is no. See section on Mesa and
-multitexturing for details.
-
-
-
-
-
-
-
-!!10.7 Where can I get current information on Linux glQuake?
-
-
-
-Try some of these sites: the "The Linux Quake Resource" at
-linuxquake.telefragged.com, or
-the "Linux Quake Page" at
-www.planetquake.com/threewave/linux/.
-Alternatively, you could look for Linux Quake sites
-in the "!SlipgateCentral" database at
-www.slipgatecentral.com.
-
-
-
-
-
-
-
-
-
-----
-
-!!11. FAQ: Troubleshooting?
-
-!!11.1 Has this hardware been tested?
-
-
-
-See hardware requirements list above. I currently do not
-maintain a conclusive list of vendors and boards, as no
-particular board specific problems have been verified.
-Currently, only 3Dfx and Quantum3D provide boards
-for testing to the developers, so Quantum3D consumer
-boards are a safe bet. Every other Voodoo Graphics (tm) based board
-should work, too. I have reports regarding the
-Orchid Righteous 3D, Guillemot Maxi 3D Gamer, and
-Diamond Monster 3D.
-
-
-If you are a board manufacturer who wants to make
-sure his Voodoo Graphics (tm), Voodoo Rush (tm) or Voodoo 2 (tm) boards work
-with upcoming releases of Linux, Xfree86, Linux Glide
-and/or Mesa, please contact me, and I will happily forward
-your request to the persons maintaining the drivers in
-question. If you are interested in support for Linux Glide
-on other then the PC platfrom, e.g. DEC Alpha, please
-contact the maintainer of Linux Glide Daryll Strauss, at
-daryll@harlot.rb.ca.us
-
-
-
-
-
-
-!!11.2 Failed to change I/O privilege?
-
-
-
-You need to be root, or setuid your
-application to run a Glide based application.
-For DMA, the driver accesses /dev/mem,
-which is not writeable for anybody but root,
-with good reasons. See the README in the
-Glide distribution for Linux.
-
-
-
-
-
-
-
-!!11.3 Does it work without root privilege?
-
-
-
-There are compelling case where the setuid requirement is a
-problem, obviously. There are currently solutions in
-preparation, which require changes to the library internals
-itself.
-
-
-
-
-
-
-
-!!11.4 Displayed images looks awful (single screen)?
-
-
-
-If you are using the analog pass through configuration,
-the common SVGA or X11 display might look pretty bad.
-You could try to get a better connector cable than
-the one provided with the accelerator board (the
-ones delivered with the Diamond Monster 3D are
-reportedly worse then the one accompanying the
-Orchid Righteous 3D), but up to a degree there will
-inevitably be signal loss with an additional
-transmission added.
-
-
-If the 640x480 full screen image created by the
-accelerator board does look awful, this might indicate
-a real hardware problem. You will have to contact
-the board manufacturer, not 3Dfx for details, as
-the quality of the video signal has nothing to do
-with the accelerator - the board manufacturer chooses
-the RAMDAC, output drivers, and other components
-responsible.
-
-
-
-
-
-
-
-!!11.5 The last frame is still there (single or dual screen)?
-
-
-
-You terminated your application with Ctrl-C, or it
-did not exit normally. The accelerator board will
-dutifully provide the current content of the
-framebuffer as a video signal unless told otherwise.
-
-
-
-
-
-
-
-!!11.6 Powersave kicks in (dual screen)?
-
-
-
-When you application terminates in dual screen setups,
-the accelerator board does not provide video output
-any longer. Thus powersave kicks each time. To avoid
-this, use
-----
-
-setenv SST_DUALSCREEN 1
-
-----
-
-
-
-
-
-
-
-!!11.7 My machine seem to lock (X11, single screen)?
-
-
-
-If you are running X when calling a Glide
-application, you probably moved the mouse out
-of the window, and the keyboard inputs do
-not reach the application anymore.
-
-
-If you application is supposed to run concurrently
-with X11, it is recommend to expose a full screen
-window, or use the XGrabPointer and
-XGrabServer
-functions to redirect all inputs to the application
-while the X server cannot access the display. Note
-that grabbing all input with XGrabPointer and
-XGrabServer does not qualify as well-behaved
-application, and that your program might block the
-entire system.
-
-
-If you experience this problem without running X,
-be sure that there is no hardware conflict (see below).
-
-
-
-
-!!11.8 My machine locks (single or dual screen)?
-
-
-
-If the system definitely does not respond to any inputs
-(you are running two displays and know about the loss
-of focus), you might experience a more or less
-subtle hardware conflict.
-See installation troubleshooting section for details.
-
-
-If there is no obvious address conflict, there might
-still be other problems (below). If you are writing your
-own code the most common reason for locking is that you
-didn't snap your vertices. See the section on snapping
-in the Glide documentation.
-
-
-
-
-!!11.9 My machine locks (used with S3 VGA board)?
-
-
-
-It is possible you have a problem with memory
-region overlap specific to S3. There is some
-info and a patch to the so-called S3 problem
-in the 3Dfx web site, but these apply to Windows
-only. To my understanding, the cause of the problem
-is that some S3 boards (older revisions of Diamond
-Stealth S3 968) reserve more memory space than
-actually used, thus the Voodoo Graphics (tm) has to be mapped
-to a different location. However, this has not
-been reported as a problem with Linux, and might
-be Windows-specific.
-
-
-
-
-
-
-
-!!11.10 No address conflict, but locks anyway?
-
-
-
-If you happen to use a motherboard with non-standard
-or incomplete PCI support, you could try to
-shuffle the boards a bit. I am running an ASUS
-TP4XE that has that non-standard modified "Media Slot",
-i.e. PCI slot4 with additional connector for
-ASUS-manufactured SCSI/Sound combo boards,
-and I experienced severe problems while running a
-Diamond Monster 3D in that slot. The system operates
-flawlessly since I put the board in one of the
-regular slots.
-
-
-
-
-
-
-
-!!11.11 Mesa runs, but does not access the board?
-
-
-
-Be sure that you recompiled all the libraries (including
-the toolkits the demo programs use - remember that
-GLUT does not yet support Voodoo Graphics (tm)), and that you
-removed the older libraries, run ldconfig,
-and/or set your LD_LIBRARY_PATH properly.
-Mesa supports several drivers in parallel (you could
-use X11 SHM, off screen rendering, and Mesa Voodoo at
-the same time), and you might have to create and
-switch contexts explicitely (see !MakeCurrent
-function) if the Voodoo Graphics (tm) isn't chosen by default.
-
-
-
-
-
-
-
-!!11.12 Resetting dual board SLI?
-
-
-
-If a Quantum 3D Obsidian board using in an SLI setup
-exits abruptly (i.e., the application crashes, or is
-aborted by user), the boards are left in an undefined
-state. With the dual-board set, you can run a
-program called resetsli to reset them. Until
-you run the resetsli program, you will not
-be able to re-initialize the Obsidian board.
-
-
-
-
-
-
-
-!!11.13 Resetting single board SLI?
-
-
-
-The resetsli program mentioned above does not
-yet work with a single board Obsidian SLI (e.g. the
-Obsidian 100-4440SB). You will have to reboot your
-system by reset in order to reset the board.
-
-
-
-
-
-
-----
+Describe [HowTo3DfxHOWTO]
here.