Hi, > Well, I guess one day I'll have to import Mesa's BeOS driver under > haiku SVN, > src/kits/opengl/... > But maintaining in two places is not fun :-( I'd say, after a big cleanup, my nVidia driver should be there as well. The right driver should somehow be selected on a user's system of course.. Philippe, CopyPixels needs to be implemented as well: Blender needs it: the author? (Michael Weirauch) currently has a private extended version of BGLView to work with... I think it could be helpfull to contact him.. > Mesa's BeOS port is source and binary compatible with Be's libGL.so, > so I don't > seem why we could not be compatible from Haiku too ;-) Sounds nice :) > Maybe it was about being compatible with the Beta OpenGL Hardware > accelerated > version? I can't see how we could be, as: > - it was never made public API (but it'd leaked...) > - it make no sense at all ;-) > - better to do our own new, public, open sourced API for Haiku/BeOS > OpenGL > accelerant add-ons. > > I've started to work on this last point, BTW. > Currently, on my laptop, I've a libGL.so which contains exporting > BGLView class, > the gl and glu calls BUT not the renderer. > I'm working on porting the Mesa BeOS driver into an addon (accelerant > /opengl/* > ?) so the current Mesa-based software renderer will come as an addon. I'd love to see the nvidia 3D add-on implemented that way! --- Status update: Z-buffer trouble fixed again: I introduced a fault myself. Next up: 2D/3D driver sync init trouble fix, then remaining HW rendering functions update, then benchmarking! Should be all up within a week (or so) now... (!) Rudolf.