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Xgl Developer Calls it Quits

nosoupforyou writes "Jon Smirl, one of two main developers for Xgl and Xegl (a version of X layered on top of OpenGL and rendering directly to the linux framebuffer, similar to Apple's Quartz Extreme) is calling it quits. Citing two years of effort without pay, a shortage of interest from developers, and no hope of release for more than a year, Jon is moving on."

85 comments

  1. Told you so! by Anonymous Coward · · Score: 1, Interesting

    Xgl has been heavily backed by Novell/RedHat and the gnome fanboys (well, by 'backed' I mean hyped as if this was going to save gnome's arse), but the real work in X is being payed for by that favorite FOSS company that gives so much, but everyone loves to hate: Trolltech.

    Here you have it folks. It is now time for the gnome fanboys to jump off of the Xgl bandwagon. And thank Trolltech for coming up with exa that will allow composite to work with todays existing stuff. Of course, with Trolltech employing the developers you can guess which desktop is going to have the advantage of bringing all the new eye candy to market...

    1. Re:Told you so! by Punboy · · Score: 1

      So far all I've seen Trolltech do is hire on someone to work on X. Where exactly are they going? Wouldn't working on Xgl, something in development for 2 years, something that BOTH desktops could support and enjoy, be in the best interest of everyone?

      --
      If you like what I've said here, and want to read more, go to http://www.krillrblog.com
    2. Re:Told you so! by Anonymous Coward · · Score: 1, Informative

      Read why the xgl guy is leaving. He says it is because of exa and because more demand for exa.

      Now, guess who created exa. That's right. A Trolltech employee who they hired to work on X.

    3. Re:Told you so! by civilizedINTENSITY · · Score: 4, Informative

      I think you might be comparing apples and oranges, no? EXA stands for eyecandy X architecture, which is "based on KAA (KDrive acceleration architecture) it's designed to be an alternative to the currently used XAA (XFree86 acceleration architecture) with better acceleration of XRender which is used by composite managers for desktop eyecandy effects."

      XGL is "an X-Server layered on top of OpenGL."

      "The way things are heading is completely drop support for 2d acceleration and build a userspace X server that runs completely on a extended (currently EGL) OpenGL api. That way any OS that has any support for OpenGL, even if it's just thru a ported Mesa software rendering library, can run the X server."

    4. Re:Told you so! by Punboy · · Score: 1

      Ah. I didn't know exa was being worked on by Trolltech. Thanks :-)

      --
      If you like what I've said here, and want to read more, go to http://www.krillrblog.com
    5. Re:Told you so! by Sandmann · · Score: 1

      > Now, guess who created exa. That's right. A
      > Trolltech employee who they hired to work on X.

      Exa is nothing more than a sed job on kaa which was created by Keith Packard, Anders Carlsson and Eric Anholt.

    6. Re:Told you so! by aCapitalist · · Score: 0, Flamebait

      Xgl has been heavily backed by Novell/RedHat and the gnome fanboys (well, by 'backed' I mean hyped as if this was going to save gnome's arse)

      So what's going to save KDE's ass? The only thing I can think of is someone buying trolltech and giving Qt a decent license.

    7. Re:Told you so! by Anonymous Coward · · Score: 0
      Since when is the GPL indecent? QT is GPL on all platforms now. QT has a decent license, unless by decent you really mean "allows me to make money selling proprietary software without giving anything back". With QT you have two choices: you can either give back your code, or you can give back some of your profit. Either way the community benefits, because more money for Trolltech is more money for QT and X11 development which all goes straight to the community.

      I suppose you don't like the idea of paying Trolltech for their software, even if you're using it to make money yourself. Perhaps you think nobody should be allowed to sell software, except for you obviously. Get over it. Trolltech has every right to make money from their software, and more than most because of how much they give back to the community.

      I know, I know, IHBT, HAND. Whatever. Just had to get that out of my system. Now back to your regularly scheduled Trolltech bashing.

    8. Re:Told you so! by ciroknight · · Score: 1

      Does anyone else see this post as being what is fundamentally wrong with the video archetecture X has pushed us to adopt?

      I've been trying to learn to code around X for years, and through my bouts with it I've learned one thing: X is the most confusing, hacked together monster of a piece of software that I have ever seen.

      I'm not saying X doesn't work.. I'm saying X needs to be replaced with something much more on the side of elegance, but since there is no inertia to replacing it, it won't ever be. Instead, we get these fragment situations where there are extensions to extensions and servers and clients and consumers and producers and this whole mess of code that barely gets the job done.

      --
      "Victory means exit strategy, and it's important for the President to explain to us what the exit strategy is." G.W.Bush
    9. Re:Told you so! by BlueLightning · · Score: 1

      Qt already has a decent licence - you may have heard of it, it's called the "GPL".

    10. Re:Told you so! by Anonymous Coward · · Score: 0

      I agree, X works but it seems scary to be basing the future on top of it.

    11. Re:Told you so! by shadow_slicer · · Score: 1

      For a graphics library that's not a good license.
      It means that you can only write GPL programs (no BSD or public domain programs, no comercial programs). [Of course if you really want to, they'll let you pay for a comercial license...]

      IMHO, libraries should be LGPL, so you can use them (unmodified) without having to license the program (whose entirety you wrote) a certain way.

  2. posts by prurientknave · · Score: 1

    considering the dearth of posts on slashdot i'd say no one cares that he quit.

    1. Re:posts by Punboy · · Score: 1

      sad, isnt it.

      --
      If you like what I've said here, and want to read more, go to http://www.krillrblog.com
  3. This sucks by Punboy · · Score: 3, Insightful

    I was really looking forward to the completion of this project. This is what we all need to accomplish the goal of bringing Linux to the desktop. We need to be able to make a, what we're calling at Plasma, a "designer desktop" that everyone will love and enjoy.

    I'm surprised that Trolltech hasn't looked into and started contributing to this. They recently hired someone specifically to work on the enhancement of X and bringing its eye-candy and performance capabilities up to the point where it can compete with things like MacOS X without slowing down horrible.

    Trolltech, save us! :-p

    --
    If you like what I've said here, and want to read more, go to http://www.krillrblog.com
    1. Re:This sucks by turpie · · Score: 1
      I'm surprised that Trolltech hasn't looked into and started contributing to this. They recently hired someone specifically to work on the enhancement of X and bringing its eye-candy and performance capabilities up to the point where it can compete with things like MacOS X without slowing down horrible.


      Maybe it's because they aren't that big a company. I'm surprised that one of the larger companies interested in linux hasn't hired someone for this.
    2. Re:This sucks by Anonymous Coward · · Score: 0

      They have! Aaron Seigo has been given funding by Trolltech to work on Plasma.

      so :P

    3. Re:This sucks by Anonymous Coward · · Score: 0

      dude your domain has been sucked up by domainpool

    4. Re:This sucks by Anonymous Coward · · Score: 0

      > I'm surprised that Trolltech hasn't looked into and started contributing to this.

      Are you sure they haven't? More at Akademy...

  4. Good by keesh · · Score: 2, Insightful

    Hopefully now more effort will be made towards core functionality and better drivers rather than wasting time on annoying eye candy CPU drain. Mod me troll if you will, but I for one would rather have time devoted to proper usable drivers for modern graphics cards than some silly extras that eat all my CPU and RAM but contribute nothing towards functionality or productivity.

    1. Re:Good by bug1 · · Score: 4, Informative

      And if you were financially contributing to the developers in question they might give a crap what you think they should be doing.

      If you havent noticed, open source software doesnt exist just to give you what you want.

    2. RE: Good by Anonymous Coward · · Score: 0

      The point of Xgl is to SAVE you CPU cycles by using your GPU. Your point is moot.

    3. Re:Good by trevorcor · · Score: 5, Insightful

      A good deal of the point of XGL, once you get past the hype-machine eye-candy business, is that it means only *one* driver for every video card -- a DRI one. Eliminating the dichotomy between the 2D X drivers and the 3D DRI drivers will only improve driver support for both 2D and 3D -- the effort needed to support both will be halfed, and 3D support will be required to support 2D.

      There's even been talk about porting the Linux kernel framebuffer drivers to the DRI interface (possibly in userspace, run from initramfs).

      Have you ever tried to get an X server, accelerated 3D, and a framebuffer console to get along on the same machine? It's ugly.

      Add in multi-monitor support, and you can't even do it. So it's not possible to have all of accelerated 3D, multiple monitors and a console on platforms like the Macintosh that don't have a text mode in hardware.

      Jon Smirl was also doing work on DRI/DRM, an area of the Linux video "architecture" that's much in need of love. I'm really sad to hear that he's giving all his video work up -- I was really looking forward to the day the whole Linux video mess got cleaned up for good.

      --
      "That's all I have to say about that" --Forrest Gump
    4. Re: Good by gidds · · Score: 1
      That's what I love about Slashdot. An entire site devoted to expressing, sharing, and discussing people's opinions. And then someone expresses a slightly different opinion and gets flamed for it. Lovely.

      --

      Ceterum censeo subscriptionem esse delendam.

    5. Re:Good by Anonymous Coward · · Score: 0

      "If you havent noticed, open source software doesnt exist just to give you what you want."

      I would have thought that's the exact reason open source software exists. It's hardly sensible to develop open source software in order to provide solutions people don't want.

    6. Re:Good by egriebel · · Score: 1
      Have you ever tried to get an X server, accelerated 3D, and a framebuffer console to get along on the same machine? It's ugly.
      Too true. And people wonder why there's slow adoption of Linux for non-power users.
      --
      ACHTUNG! Das computermachine ist nicht fuer gefingerpoken und mittengrabben. Ist nicht fuer gewerken bei das dumpkopfen.
    7. Re:Good by bug1 · · Score: 1

      "It's hardly sensible to develop open source software in order to provide solutions people don't want."

      Its sensible for volunteer programers to provide solutions that they want, if by co-incidence other people also want them then thats great, they get a freebie.

      In a capitalist society its exploitation to expect programers to work for free doing something purely for other people. If you pay someone to work on open source then you get to dictate priorities.

      One day needy end users and corporations who depend heavily on open source projects are going to realise thats its in their mutual best interests to accept a level of responsibility for the software they use, they will start to understand its not the free beer, its the free speech that makes it good. (But then again, one day the sun will engulf the earth)

      Taking responsibility for software doesnt mean just bossing people around, which both individuals and groups of corporations tend to do a lot of.

      Less talk more code.

    8. Re:Good by ironfroggy · · Score: 2, Interesting

      Actually layering X over OpenGL would result in less CPU drain, because the rendering would be hardware accelerated by your graphics card, instead of all processed by the CPU. Get you facts right, and stop being stubborn and not looking into the facts, first! That sort of mentality is the problem with the FOSS community!

    9. Re:Good by Mad+Merlin · · Score: 1
      Have you ever tried to get an X server, accelerated 3D, and a framebuffer console to get along on the same machine? It's ugly.

      Maybe it's just me, but my ThinkPad T40 has all of the above, and it was pretty painless to get working. If using Gentoo, just make sure you load radeonfb and not vesafb. 3D acceleration was a zero configuration matter, as the Radeon 7500 is already supported natively by X.org.

      My Desktop machine also has all of the mentioned features using a GeForce 3. The framebuffer console "just worked", and so did the 3D acceleration after I installed the NVidia drivers.

      Disclaimer: I've not tried the binary ATI drivers because I don't have the necessary hardware to do so. I have no idea how well they work. The same goes for multiple monitors.

    10. Re:Good by trevorcor · · Score: 1

      Yep, radeonfb and friends get it right because BenH sweats bits to make it so -- otherwise open-source 3D wouldn't be possible on any recent Macintosh (it's not possible on the nVidia-chipped Macs in any case).

      The amount of voodoo involved in getting three video drivers to get along on all the different versions and revisions of the Radeon is insane. I keep tabs on linux-ppc-devel, the LKML, and from time to time dri-devel. It seems he's tweaking one component or another every week.

      It shouldn't be that difficult.

      --
      "That's all I have to say about that" --Forrest Gump
    11. Re: Good by kelnos · · Score: 1

      What's wrong with flaming someone for having an opinion that disrespects the developers that work on the software they (presumably) use, at no cost?

      --
      Xfce: Lighter than some, heavier than others. Just right.
  5. Too bad, Xegl = less CPU wasted and more eye-candy by rarrar · · Score: 4, Insightful

    Forgive my appeal to authority but,

    Nat Friedman: "Xgl opens up a whole world of hardware acceleration, fancy animations, separating hardware resolution from software resolution, and more"

    To those moaning about the lack of better video drivers, From wikipedia: "Structuring all rendering on top of Opengl should simplify modern video driver development and not have the separation of 2D and 3D acceleration." That means vendors would have an easier time giving you your "better drivers".

    And of course OS X and Longhorn have already gone this route, placing FOSS behind the times.

    And finally, you can have both improved current X and Xegl. Witness the recent Exa buzz (replacement X acceleration architecture); current X is getting a boost already, Xegl doesn't slow this in any way, however Exa is slowing Xegl apparently.

  6. its a shame, y-windows may follow by quewhatque · · Score: 1

    i find it a shame that these projects, which seem to be the only things that could save us from x11 (along with its 16-bit code), are going downhill from negligence.

    its all complicated code that's hard to contribute too, mixed with slow progress that will lose fans. ive been looking at y-windows ever since it appeared on slashdot a couple years ago, but its seemed to have died down almost to the point of giving up.

    it'd be nice if groups like Trolltech or Red-hat could fund these groups, to help one of the more important aspects of the open source desktop that is sublimely promised within the next decade.

    1. Re:its a shame, y-windows may follow by rarrar · · Score: 1

      Xegl isn't dead, there's still Dave Reveman who iirc is employed by Novell. I think the shame is that most people agree that Xgl in some form is the future of X. I think this simply means the future is NOT now, and won't be any time soon. However there are advances being made, Exa being the one that's stealing Xegls steam currently.

    2. Re:its a shame, y-windows may follow by Anonymous Coward · · Score: 0

      16-bit code? What are you talking about?

      Quit making shit up. X has no 16-bit code.

  7. its a shame, cathedral wins again. by Anonymous Coward · · Score: 0

    "it'd be nice if groups like Trolltech or Red-hat could fund these groups, to help one of the more important aspects of the open source desktop that is sublimely promised within the next decade."

    Doing that would be like Bill Gates accepting Linux.

    A condemnation of the GPL-OSS "business? we don't need no stinkin business." model

  8. Bad by 2nd+Post! · · Score: 2, Insightful

    You don't know anything do you?

    1) Modern video cards are 3d accelerated
    2) 3d is a generic superset of 2d
    3) GPUs are nearly more powerful (if not clearly) than CPUs
    4) More graphics == more information
    5) More information == more productivity

    Assertion: 3d accelerated UIs reduce CPU usage (because more/all user feedback is handled by the GPU instead of the CPU, point 1, 2, 3, and 4), and provide improved usability (points 4 and 5).

    The loss of this effort also has negative consequences: Driver development is stalled between 2d and 3d (points 1 and 2), rather than just developing one set of drivers, and UI improvements are stalled (because loss of point 3 limits, to the CPU, improvements in points 4 and 5).

    Here are examples of how 3d acceleration can be used to "increase" productivity:
    Using 3d hardware to render fonts at high resolution and fidelity to the screen. Improved rendering reduces eyestrain by increasing readability. If it is easier to distinguish between an 'l', 'i', '1', and '|', that's an easier time during coding. The same for 'O' and '0', and 'g', '9', and other similar characters. Higher resolutions require more rendering horsepower, and assigning it to the GPU means less drain on the CPU.

    Higher resolution displays will in general have more information; more information translates to higher graphical load, such as number of windows, number of characters, number of graphic elements, and the numerous interactions between all of them. If you can use z buffers and stencil buffers to manage all of these elements, that removes the load on the CPU to manage window, character, and graphic redraw. If you use shaders and vertex transforms to handle font rendering and drawing, you get improved fonts and displays without eating up CPU time. If you use blending modes and texturing hardware to handle window drawing, that's less CPU drain when determining what gets updated, how it gets updated, and when it gets updated.

    Then there are the SFX that can only be done with GPUs (rather than wasting CPU power). Window scaling and window transformation, rather than relying on the CPU to handle window resizing, zooming and minimizing, and window movement.

    Instead, you'd rather waste CPU cycles on all of those effects!

    1. Re:Bad by renoX · · Score: 1

      You forget to include the bad point of using OpenGL for X: for this to be efficient, you need to use the GPU 3D acceleration, which means currently using proprietary drivers from NVidia or ATI..

      No wonder, developpers are not so interested helping XGL..

    2. Re:Bad by 2nd+Post! · · Score: 1

      That's still the developer's loss, because both Apple and Microsoft are using "proprietary" drivers from NVIDIA and ATI

    3. Re:Bad by ratboy666 · · Score: 1

      "Developers Loss"? Say what?

      I used to manage at ATI. And *I* don't use closed source
      drivers. So, I don't have 3D
      acceleration. So sad. I do
      not consider it a loss; it's
      the price of a stable system

      I will not use a proprietary
      driver from anyone. The only
      "proprietary" part may be
      firmware load for the card.

      --
      Just another "Cubible(sic) Joe" 2 17 3061
    4. Re:Bad by renoX · · Score: 1

      Developer loss?
      Which developers?
      Certainly the Linux kernel developpers would be unhappy if they only received tainted bug reports (or very happy as these report goes probably in /dev/null very fast)..
      So at least those developpers are quite happy if the users do not taint their kernel!

    5. Re:Bad by MrResistor · · Score: 1

      5) More information == more productivity

      I was right with you on the rest of them, but this is so clearly wrong in the vast majority of cases it's not even funny.

      More information == more time wasted in decision making == less productivity

      --
      Under capitalism man exploits man. Under communism it's the other way around.
    6. Re:Bad by 2nd+Post! · · Score: 1

      There's a fairly clear distinction between data and information.

      More information == more productivity
      More data == more work

      You need to process data before it can become information. Raw video feeds is data. Filtered, highlighted, and selectively cut video is information (since the act of filtering, highlighting, and cutting tunes the data towards specific requirements).

      So if more GPU power can be borne on raw data to provide real information, you get more productivity because you are actually reducing the data overload by increasing signal to noise.

      For example, Expose on Mac OS X allows you to view all application windows, all windows for a specific application, and your desktop, and requires some extensive GPU power. Comparable programs for Windows (like Topdesk) requires an 800MHz CPU and 16mb of ram, while because OS X has more levels of GPU acceleration, I'm running Expose on a 400MHz CPU with 8mb of vram.

      So yes, more information requires GPU (or CPU); without the use of either you just have more data.

    7. Re:Bad by MrResistor · · Score: 1

      I don't buy it.

      More information just means you have more filtering to do before the proper course of action can be decided upon. Some jobs may require more information in order to be performed properly, but in no way do I see that as a correlation between information and productivity. If any correlation exists between the two, I am fairly certain that it is inverse in nature.

      The problem, I suppose, is that, despite your assertion, there is no clear deliniation of the point at which data becomes information, and by your own definition information is perfectly capable of reverting to data when too much of it is piled together.

      --
      Under capitalism man exploits man. Under communism it's the other way around.
    8. Re:Bad by 2nd+Post! · · Score: 1

      I understand your point. There is a point of diminishing returns where information ceases to be useful (any information above and beyond what is necessary to avoid hitting another car is useless, for example; but that same data provided before hand to avoid the unfortunate situation in the first place is information).

      I used Expose as a specific example because it increases the amount of information, and not data, available to you on a fairly common example. Window overload. On my workstation, at work, I can have 15 to 20 Windows open, and there is no mechanism to filter that data into information. On my Mac, there is a built in tool (taking advantage of Quartz and 3d acceleration) called Expose that filters all that data into useful information.

      In the same way the Explorer or Finder filters data into information; rather than giving you sector, platter, track, inode, and attribute information, these tools filter extraneous data and provide a limited, but highly structured, view that increases productivity: you see a file's name, it's type, it's location, a few dates, and it's size.

      So I acknowledge that the working definition of 'information' is a gray area, and that too much information transforms it into data. However I still believe that providing more information (not too much, but more) increases productivity because information can be used where more data cannot.

      In a GUI, information is such things as status, feedback, discrimination, and other things. GUIs can improve on all of those things using 3d techniques over 2d techniques.

  9. A pity... by reg · · Score: 1

    I know how it feels to have people neglect your work... But it's a pity that he's throwing in the towel at this point.

    Cairo, the main consumer of Xgl/Xegl, is just nearing version 1.0, and will be used by the new releases of Gtk/Gnome. Also, once Gecko 1.8 is out the door the plan is to move the entire Gecko GFX architecture to Cairo. It already uses it for SVG rendering. So some of the big boys are coming to the party!

    Hopefully things will pick up and he'll return to it soon...

    Regards,
    -Jeremy

  10. Good-Short Bus Linux. by Anonymous Coward · · Score: 0

    "If you havent noticed, open source software doesnt exist just to give you what you want."

    200[1..2..3..4..5..] is the year of Linux.

    Apparently no one else will be getting anything either.

  11. Sadly... by jd · · Score: 1
    ...lots of good ideas have bit the dust. Berlin (a GUI built on OpenGL and CORBA) was a good idea, but is no more. KGI has bit the dust repeatedly, but again seems to be more "what could have been" than anything. GGI is making progress, but agonizingly slowly.


    Part of the problem is resources. There just isn't enough being spent by graphics folks on, well, graphics. SGI had some amazing graphics. Once. OpenGL was revolutionary. Once. Then they kinda lost their way and are now on the verge of extinction - ironically, just as they're beginning to revolutionize supercomputer Linux with their Altix cluster.


    Of course, it doesn't help that many brand-name graphics chip designers have Top Secret APIs for their products. Yeesh! From theater to Ford Motor Cars, plenty have realized that what matters is bums on seats. If you have the numbers, you'll win. IBM nearly killed itself trying to prove otherwise, as did Transmeta. Bought an ICL computer lately?


    As far as GUI interfaces goes, the same logic applies. What matters is the number of users. From that perspective, it would seem logical for chip manufacturers to build the whole of the client-side of the GUI into the chips. Whoever gets there first will rule the GUI market for some considerable time and competitor hardware GUIs will have a harder time of it.


    Won't happen, for the same reason Winmodems became popular. It's cheaper to let Microsoft define the standards and build around what Microsoft won't provide. At which point, writing competing GUIs is pointless, as the only efficient GUI will be one that is identical to Microsoft's.

    --
    It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
  12. Re:Too bad, Xegl = less CPU wasted and more eye-ca by Anonymous Coward · · Score: 0

    That isn't an appeal to authority, I'm sure we could find Nat Friedman saying something equally inane about the mono bogosity.

    If you're going to quote someone, at least quote someone credible.

  13. Xgl misguided, flawed anyway by Anonymous Coward · · Score: 0

    2D is NOT 3D. Good 2D displays need subpixel rendering, predictable pixel-alignment ability yet support for natural units taking the DPI of the display into account, color correction, etc. OpenGL is simply inadequate as a high-end 2D API. You'd need to extended with a whole load of extra API functions to be useful for professional 2D work.

    The new reworked 2D X acceleration architecture is the right approach, which will allow graphics card driver coders to more easily use the GPU hardware of the graphics card to accelerate 2D APIs (this is NOT THE SAME THING AT ALL as using OpenGL for 2D!) - and if you want whizzy 3D effects, you can still use and intermingle OpenGL GLX requests and 2D X11 requests IF YOU WANT TO onto the same canvas.

    Now, what WOULD be useful would be hardware-accelerated indirect GLX rendering (so that remote X11+OpenGL apps were hardware accelerated). All modern cards are architecturally capable of this - it just needs work in the X server.

    1. Re:Xgl misguided, flawed anyway by metamatic · · Score: 2, Insightful
      2D is NOT 3D. Good 2D displays need subpixel rendering, predictable pixel-alignment ability yet support for natural units taking the DPI of the display into account, color correction, etc.

      I have to wonder if you've ever done any OpenGL programming. OpenGL has sub-pixel rendering, its pixel-alignment algorithms are documented, and it has support for whatever natural units you like. (In my most recent screensaver, I set it up to work in cm.) It doesn't have color matching, but then again neither does X.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    2. Re:Xgl misguided, flawed anyway by Anonymous Coward · · Score: 0

      If this were true why is glitz (the OpenGL based Cairo implementation) the best Cairo platform? It is visually identical to the xlib version and it benchmarks on average 100:1 faster, sometimes 400:1 faster than xlib.

    3. Re:Xgl misguided, flawed anyway by Anonymous Coward · · Score: 0

      OpenGL has sub-pixel rendering

      No, it's got smaller-than-pixel positioning accuracy. "sub-pixel rendering" refers to the specific practice of treating the red, green and blue components of a pixel ("subpixels") on an ordered display (i.e. LCD, where the red,green and blue subpixels are precisely aligned) as separate pixels for intensity purposes.
      That's what makes fonts sharper-looking with Xft on linux or Cleartype on Windows, tripling horizontal luma resolution.

      You just have to fake it with opengl (to the best of my opengl 1.x knowledge), no better than software rendering. However, NVidia now includes a hardware-accelerated xrender subpixel rendering in their x.org nonfree linux drivers independent of their hardware-accelerated opengl. Which I believe was the OP's point: 2D requirements can be surprisingly different to 3D, to the extent that its not worth combining them any more closely than they already are (with X11 and GLX calls both being able to render to the same windows in a defined manner, in part because of those very pixel-alignment definitions of opengl you mention).

    4. Re:Xgl misguided, flawed anyway by Anonymous Coward · · Score: 0

      You are simply simply wrong in your understanding of what you can do with OpenGL. Cairo/glitz is implemented in OpenGL and it draws subpixel fonts just fine. Any API that can paint a pixel to the screen can draw subpixel rendered fonts.

    5. Re:Xgl misguided, flawed anyway by Anonymous Coward · · Score: 0

      It is visually identical to the xlib version and it benchmarks on average 100:1 faster, sometimes 400:1 faster than xlib

      Because it is only visually identical on casual inspection - it is not and cannot be guaranteed visually identical across all OpenGL drivers, at least not without significant specification over and above the OpenGL spec!

      There are a lot of computer graphics novices working on X desktop eye candy at the moment who apparently don't know OpenGL well enough to know this. Endless teenage eyecandy fanboys fall into the OpenGL-solves-all trap. They eventually grow out of it. I have a horrible feeling some of the Glitz developers don't even know the basic fact below about opengl (*) (Not some deep mystery or anything, it's well-documented on http://opengl.org/ etc):

      OpenGL SIMPLY DOES NOT SPECIFY guaranteed pixel-accurate and color-accurate reproduction across opengl implementations. Within any one opengl implementation, certain things have to produce the same results each time (so called "invariants"), but they can produce different results in different opengl drivers - i.e. nvidia, ati, or matrox cards are all permitted to be fully OpenGL-compliant yet may each render the same input data subtly (or not so subtly) differently.

      (Actually, even now, with most cards being targeted at gamer-idiots, some "opengl" drivers may well fail to maintain even the defined intra-implementation invariants as some of them have performance implications.)

      Thus, OpenGL is just not suitable for a high-end 2D API without further specification of those areas that OpenGL is totally up-front about being silent on!

      (* or they might know, but not care, because the invariants mentioned will mean rendered results should look consistent on any one desktop, so in the thoroughly-non-professional casual-desktop-user happy-if-windows-wobble-like-jelly market it doesn't matter too much. However: graphics professionals (like me!) also care that they look consistent across multiple desktops - perhaps not necessarily those of casual desktop users, who typically don't even know that it might be a good idea to tweak a PC's abysmal default gamma curve - but the desktops of other graphics pros with whom we might be collaborating. So right now, that means "graphics pros must use a mac" - linux simply can't compete in the area. This isn't "ooh arty boys sleep with men and use froo-froo macs", this is "linux is seriously technically deficient compared to mac in this area (area of pro 2D graphics, not sleeping with men, I have no idea how linux and mac compare there, but actually since linux is popular in robotics, it's probably ahead... but I digress...)").

    6. Re:Xgl misguided, flawed anyway by Anonymous Coward · · Score: 0

      No, I don't think so. Anything that can paint a pixel to the screen can do subpixel rendered fonts, yes, but in OpenGL's case, not all that better than software rendering: because the software has to do all relevant subpixel calculations, translate back into pixels, and just send OpenGL "draw this pixel". However, if you have an API, the whole operation could be hardware accelerated. At least, I think that's the point.

      Caveat: with sufficiently complex opengl+shader code, I can imagine it being possible to offload some of the subpixelling calculations to the GPU, and maybe Glitz is now doing that - but that is rather roundabout, if you ask me...

    7. Re:Xgl misguided, flawed anyway by Anonymous Coward · · Score: 0

      Requiring pixel perfect drawing and color reproduction simply guarantees that you will be using nothing except software rendering forever. It probably even requires you to use exactly the same software rendering library on all of your target systems.

      You will never have hardware accelerated drawing with a pixel exact drawing specification. Patents are preventing the chip manufactuers from using identical drawing algortihms.

      If I need a magnifying glass to tell the difference it is good enough for me.

    8. Re:Xgl misguided, flawed anyway by Anonymous Coward · · Score: 0

      (A) Only while patents exist, and only in areas where those patents are valid (i.e. the American Corporate Reich). The weight of the patent bureaucracy should result in collapse in a few years.

      (B) If I need a magnifying glass to tell the difference it is good enough for me.

      If you need a magnifying glass, all I might need is a casual glance: that's the point, really - "good enough" for you is likely abysmal for people with more exacting tastes.

      Personally, I'm more concerned by color-matching than pixel-perfect positioning, but XFree or x.org X11 is spectacularly bad at color-matching too (contrary to popular belief, there was a full (though admittedly now out-of-date) color management spec for X11, it was just never implemented in the now-most-common X11-based desktop, unfortunately)

    9. Re:Xgl misguided, flawed anyway by Anonymous Coward · · Score: 1, Informative

      Here it is presented a way to not just only GPU accelerate the rasterisation but also the tessalation of the vector primitives.

      link:
      www.loria.fr/~levy/publications/papers/2005/VTM/vt m.pdf

      abstract:
      "This paper presents VTMs (Vector Texture Maps), a novel representation of vector images that can be used as a texture by the GPU for real-time rendering. A VTM decomposes texture space into different regions, represented in an analytic way, by a set of implicit degree 3 polynomials. Each region can be rendered by a different fragment shading function. Accurate anti-aliasing is performed in real-time, based on an estimate of fragment coverage. As a consequence, infinite zooming can be applied without any pixel discretization artifact. Based on a hierarchical data structure, our representation has low memory requirements. Its versatility is demonstrated in various settings, including a font engine completely implemented in the GPU."

    10. Re:Xgl misguided, flawed anyway by metamatic · · Score: 1

      No, I think you're still wrong. See, OpenGL doesn't have any kind of scalable font support, subpixel-rendered or not. You draw fonts via OpenGL by rendering the fonts to either a bitmap, or to OpenGL primitives.

      OpenGL does have subpixel antialiasing on its primitives. It doesn't do the "cooltype" thing, because the precise details of the pixel coverage algorithm are driver-dependent. However, there's nothing stopping your font renderer from turning your typeface into OpenGL geometry, and having your OpenGL driver render the geometry with cooltype anti-aliasing, so it's not a limitation of OpenGL.

      So OpenGL supports subpixel rendering of fonts just fine, via bitmaps or via geometry. It doesn't render your TrueType fonts to a subpixel optimized LCD-ready bitmap, but that's not its job. OpenGL doesn't pretend to be a font renderer or hardware driver.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    11. Re:Xgl misguided, flawed anyway by Anonymous Coward · · Score: 1, Informative

      Well, that would be the "sufficently complex shader program" then. Quite useful looking, if you've got a modern GPU - maybe good way to encode quite complicated surface details without megabytes upon megabytes of bitmapped textures.

      But: that paper doesn't actually deal with how to do subpixelling on-GPU with shaders, only antialiasing of the "vector-texture-maps": though in principle, and, hey, as previously stated, subpixelling (i.e. treating ordered red, green and blue subpixels as separate luma pixels for rendering for extra-sharp discontinuities such as the edges of fonts) should be possible with an even more complex shader - antialiasing and subpixeling are related, but one tends to makes fonts blurrier and the other sharper!

      P.S. would it have killed you to use the <URL:http://example/com> tag for your link? See the "URLs" example right below the comment box!

    12. Re:Xgl misguided, flawed anyway by Anonymous Coward · · Score: 0

      IMPERSONAPOSTERINZZZZZZZZZZZZZZZZZZZZZZZZZZZZ
      ahahahahahahhahaahaaha
      I'm stupid. module!
      that's what I had to type to prove I'm not a script. module module module. MODULE!
      unfortunately there are many script smarter than I.
      LAALALALALALa mdog!
      note: don't post to slashdot on drugs.

    13. Re:Xgl misguided, flawed anyway by Anonymous Coward · · Score: 0

      I don't like your usage of "subpixel antialiasing" there - subpixel as used nowadays is a noun referring to the R,G or B component of a pixel. I'd prefer to reserve the term "subpixel antialiasing" for antialiasing that works across the brightness levels of the subpixels not just pixels as vaguely hinted at below.

      because the precise details of the pixel coverage algorithm are driver-dependent

      Yes, that is the PROBLEM: therefore to have them work consistently across opengl implementations is impossible without standardisation over and above base opengl, or doing the SUBpixel coverage algorithm outside opengl in CPU software (or GPU shaders) might be a possibility.

      OF COURSE nothing in opengl really prohibits the software doing this grunt work and just passing recombined subpixels that will result in the correct pixel values to opengl, and OF COURSE nothing really prohibits a particular driver having an extension to do it - but then that becomes driver-dependent, and thus, which was the point all along, damnit, OpenGL is insufficient as a basis for 2D stuff without interdriver standardisation over and above base OpenGL or even OpenGL plus the ARB extensions I'm aware of right now (but I am out of date: if there's a ARB_SMOOTHING_ALGO_CONTROL extension that lets you set SUBPIXELLING_ON, ASSUME_SUBPIXELS_RGB, please enlighten me: though based on other posts in this thread, I anticipate the answer being "do it with shaders" )

      Here is a row of 5 pixels with 1 bit per color component on an ordered display, with R,G and B representing the subpixels :-)

      RGB|RGB|RGB|RGB|RGB

      Here is a simplified line from a position within the second pixel to a position within the fourth without subpixeling:

      ooo|XXX|XXX|XXX|ooo

      in pixel-color terms:

      KWWWK

      Here it is rendered with (primitive) subpixeling:

      ooo|oXX|XXX|Xoo|ooo

      in pixel-color terms:

      KCWRK ... but on an ordered display like an LCD, if you only care about the brightness, rather than the colour of the pixels, then this increases the sharpness as it triples the horizontal brightness resolution. In real life, you can antialias the subpixel rendering *too*, though, on a typical 8-bit per component (i.e. 24-bit color display), as you have 256 brightness levels to play with: The important point is that you have to use a somewhat more complex antialiasing algorithm: when you're doing your sampling you have to be aware that points aren't just falling in / regions aren't just overlapping 1:1-aspect areas of pixels but rather 1:3-aspect areas of subpixels of different tints.

      So, a particular opengl implementation could say that their GL_NICEST to GL_POLYGON_SMOOTH_HINT etc. actually uses a full subpixelling algorithm, as "the interpretation of hints is implementation dependent" (Red Book, page 234) - but you'd _need_ a new opengl extension to standardise rendering things in a subpixel fashion with full hardware acceleration and more precisely control it (actually, you probably don't, given sufficiently powerful shaders), otherwise you end up going vectors->subpixels->pixels in software to maintain control.

    14. Re:Xgl misguided, flawed anyway by metamatic · · Score: 1

      Sorry, but who the hell cares if subpixel aliasing is exactly the same across different OpenGL drivers or not?

      And if there is a really good reason why it needs to be, all you need is for the driver implementors or font rasterizer implementors to agree on what algorithm they're going to use. Again, the fact that OpenGL doesn't demand a specific algorithm doesn't mean that OpenGL doesn't support subpixel antialiasing, which was the original complaint.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    15. Re:Xgl misguided, flawed anyway by renoX · · Score: 1

      > Sorry, but who the hell cares if subpixel aliasing is exactly the same across different OpenGL drivers or not?

      Well, people who wants to make application with readable fonts.

      'All you need' in practice, there is no way that all those implementors will agree to a common algorithm unless it is standardised somewhere, and even in this case, there shall some kind of stick&carrot to ensure compliance otherwise they won't bother.

      He didn't say OpenGL prevents subpixel rendering, he said 'doesn't support' which is true: OpenGL does nothing to support subpixel rendering, so it doesn't support it.

    16. Re:Xgl misguided, flawed anyway by Anonymous Coward · · Score: 0

      Subpixel rendering was invented by the computer graphics people. What you people are calling subpixel rendering is just a subset of that technique as applied to drawing fonts, a rather limited problem.

      Incidentally, you're wrong about only being able to draw fonts either as bitmaps or geometry. It's perfectly possible to draw fonts as textures with alpha blending (and it's often faster and more flexible than either geometry or bitmaps), and I've written personal libraries to do it, based on FreeType and OpenGL. The main problem actually turns out to be gamma correcting (something FreeType doesn't even attempt to handle, so you're on your own), not subpixel balogna.

    17. Re:Xgl misguided, flawed anyway by metamatic · · Score: 1

      Right, but OpenGL does nothing to prevent it either. It simply isn't a sensible issue, it's like complaining that sendmail doesn't support file attachments. It's not supposed to, that's a higher-level feature.

      And I still don't see that variation in font rendering algorithms is a big deal. Plenty of people make graphic design packages for the Mac, and font rendering there depends on user settings.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    18. Re:Xgl misguided, flawed anyway by Anonymous Coward · · Score: 0

      In the case of subpixels it's not a "higher-level feature" though - damn close to by definition, subpixels making up pixels are a lower-level primitive than pixels. As OpenGL has no awareness of subpixels' existence, it's therefore too high-level an API to efficiently and cross-implementation standardly do hardware-accelerated subpixel rendering (modulo shaders)

      It's more like complaining you can't get at a word in the text of an email in a standard manner when writing to a standardised mailer API dealing only in whole messages. If you want to efficiently change the word "glargle" in the mail to "gargle", with a mailer API that only allows you to deal in whole messages, you have to suck the whole message down, change it, and send the whole thing back up, and then if you want to treat 6 messages in a row as one long string of text in which you're operating on sequences of individual words that might span messages boundaries... well, you get the idea I hope. Now think message=pixel, word=subpixel.

    19. Re:Xgl misguided, flawed anyway by be-fan · · Score: 1

      OpenGL doesn't have any scalable font support because there is no need for it to have any. Scalable fonts are always pre-rendered to bitmaps, and OpenGL (via pixel shaders), does have the capability to composite those bitmaps to the screen in a way that preserves sub-pixel anti-aliasing.

      --
      A deep unwavering belief is a sure sign you're missing something...
  14. It's already there by int19h · · Score: 1

    For me, and lots of other people and companies, every year is a new year of GNU/Linux. It's already there, and has been there for a while. :)

  15. Ob. Simpsons by Anonymous Coward · · Score: 0

    Thai restaurant guy: You quitter. Quitter boy! Quitter boy!

    Now restaurant fail. Children go to state college. Serious students powerless against drunken jock-ocracy.

    Baseball hats everywhere!

  16. Not bad at all by anno1602 · · Score: 1

    Why is everybody bemoaning the demise of Xgl?

    The main point, to me, is the reason nobody's interested any more: X11 is getting better and, with recent extensions such as EXA and all that composite stuff, has caught up in terms of eyecandiness. The niche for the project no longer exists as Xorg-X11 proper is starting to fill it. And that's a good thing.

    1. Re:Not bad at all by Khalid · · Score: 1

      Yeah but X feels so slow unresponsive and sluggish ! that it's a pain ! I don't know if this can ever be fixed. We where told that with soft real time added to the Linux Kernel X responsive will be greatly improved, but I admit I have seen stricly no improvement resulting from this.

    2. Re:Not bad at all by sirReal.83. · · Score: 1

      Ever want to mix OpenGL and Composite on the same display? Not going to happen outside of Xgl.

    3. Re:Not bad at all by Anonymous Coward · · Score: 0

      Completely wrong, as it happens.

    4. Re:Not bad at all by sirReal.83. · · Score: 1

      Oh, that was incorrect? Good, I'm glad. Now, would you care to elaborate?

    5. Re:Not bad at all by lachlan76 · · Score: 1
      Try running "nice" on it. Something like
      su - -c 'nice -n -10 su - user -c "startx"'
      or something along those lines will make it feel a lot faster.
    6. Re:Not bad at all by WhiteWolf666 · · Score: 1

      1. Use an Nvidia Card
      2. Add Option "GLXwithComposite" "Enable" to your xorg.conf
      3. Restart X server
      4. Enjoy Composite and OpenGL on the same display.

      --
      WhiteWolf666 an exBush supporter. All you new-school,compassionate,save the children Republicans can rot in hell
    7. Re:Not bad at all by Anonymous Coward · · Score: 0

      Hmm - good solution. Buy specific proprietry hardware, run proprietry drivers, desired effect.

      Also, see:

      1. Buy a Mac
      2. Run OS X

      Something tells me this guy totally missed the point...

    8. Re:Not bad at all by kelnos · · Score: 1

      Ignoring the fact that "feels" is a terribly non-quantitative term, my X11 desktop on my 4-year-old Athlon 1.33GHz "feels" much faster to me than WinXP on my 4-month-old P4 1.7GHz laptop. To make matters worse, the video card on my X11 desktop is a 6-year-old nvidia card, while the laptop has a pretty new radeon 7500. And yet, the X11 box still "feels" faster.

      Go figure.

      --
      Xfce: Lighter than some, heavier than others. Just right.
  17. Note to mods by p3d0 · · Score: 1
    Saying "mod me troll if you will" should not, of itself, make you immune to being modded a troll.

    Something to think about.

    --
    Patrick Doyle
    I mod down every jackass who puts his moderation policy in his sig. Oh, wait a sec....
  18. It doesn't have color matching, by sykjoke · · Score: 1

    It doesn't have color matching, but then again it should be easy to add if drivers supported the GL_ARB_Imaging extension properly.

    As a simple example of scaling r,g,b you can use something like..

    float color_croma = { dr,0,0,0,
                                                                        0,dg,0,0,
                                                                        0,0,db,0,
                                                                        0,0,0,1 };

    glMatrixMode(GL_COLOR);
    glLoadMatrixf(color_croma);

    and with a 4^2 matrix it's also easy to adjust things like the hew and saturation and anything else you'd need for colour matching.

  19. Care Factor? by Scalli0n · · Score: 1

    Judging by the replies in the actual thread he posted on, and the low number of /. replies...who cares?

    --
    Sig & Below
    Yuck Fou
  20. Re:Too bad, Xegl = less CPU wasted and more eye-ca by be-fan · · Score: 1

    OS X, yes. Longhorn? Not --- it's not a shipping product any more than Xgl is, and even the much bemoaned "1 year from release" still puts Xgl at a release around the time of longhorn.

    --
    A deep unwavering belief is a sure sign you're missing something...