Linux Zone

 

 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.

____________________________________________________

Table of Contents

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

3.1.1 Troubleshooting the hardware installation

3.1.2 Configuring the kernel

3.1.3 Configuring devices

3.2 Setting up the Displays

3.2.1 Single screen display solution

3.2.2 Single screen dual cable setup

3.2.3 Dual screen display solution

3.3 Installing the Glide distribution

3.3.1 Using the detect program

3.3.2 Using the test programs

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:

1. Installing the board.

2. Installing the Glide distribution.

3. 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.

 

3.1.1. Troubleshooting the hardware installation

To check the installation and the memory mapping, do cat /proc/pci.

The output should contain something like


Bus 0, device 12, function 0:

VGA compatible controller: S3 Inc. Vision 968 (rev 0).

Medium devsel. IRQ 11.

Non-prefetchable 32 bit memory at 0xf4000000.

Bus 0, device 9, function 0:

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 neces­

sary 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.

 

3.1.2. Configuring the kernel

There is no kernel configuration necessary, as long as PCI support is

enabled. The Linux Kernel HOWTO

<http://sunsite.unc.edu/mdw/HOWTO/Kernel-HOWTO.html> should be

consulted for the details of building a kernel.

 

 

3.1.3. 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.

 

3.2.1. 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.

 

 

3.2.2. 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.

 

3.2.3. 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'.

 

 

 

3.3.1. 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.

 

 

 

3.3.2. 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

1/2/4/0, 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 4.0. 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 0.0.9. 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.


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