Matt Russell
2007-Jun-05 17:01 UTC
[compiz] Direct and Indirect: Difference in rendering quality
Hi Why is the quality of scaled textures/objects using --indirect-rendering much worse than direct rendering? Also, vsync does not work with indirect-rendering. I am using an Nvidia Geforce go 7300, with 97.55 drivers. Thanks, Matt
David Reveman
2007-Jun-05 20:47 UTC
[compiz] Direct and Indirect: Difference in rendering quality
On Tue, 2007-06-05 at 18:01 +0100, Matt Russell wrote:> Hi > > Why is the quality of scaled textures/objects using --indirect-rendering > much worse than direct rendering? Also, vsync does not work with > indirect-rendering.Scaled texture quality problem might be caused by GLX_EXT_framebuffer_object extension not being supported when using indirect rendering. This means that mipmap filter can't be used with pixmaps bound to textures. GLX_SGI_video_sync extensions is used for vsync and that extension will only work properly with direct rendering. -David
Matt Russell
2007-Jun-06 19:49 UTC
[compiz] Direct and Indirect: Difference in rendering quality
On Tue, 2007-06-05 at 16:47 -0400, David Reveman wrote:> On Tue, 2007-06-05 at 18:01 +0100, Matt Russell wrote: > > Hi > > > > Why is the quality of scaled textures/objects using--indirect-rendering> > much worse than direct rendering? Also, vsync does not work with > > indirect-rendering. > > Scaled texture quality problem might be caused by > GLX_EXT_framebuffer_object extension not being supported when using > indirect rendering. This means that mipmap filter can't be used with > pixmaps bound to textures. > > GLX_SGI_video_sync extensions is used for vsync and that extensionwill> only work properly with direct rendering. > > -David >That's a shame - performance for me is better using indirect rendering (for most things at least), although I'm sure a few months ago compiz ran better with direct rendering... Matt