] >
The Linux &c3Dfx; HOWTO <author>Bernd Kreimeier (<htmlurl url="mailto:bk@gamers.org" name="bk@gamers.org">) <date>v1.16, 6 February 1998 <abstract> The Linux &c3Dfx; HOWTO is not being maintained by the author, and is no longer relevant to the modern Linux system. It was removed from the collection May 6, 2004 by Emma Jane Hogbin (Technical Review Coordinator) based on the advice of the maintainer at the time, Michael Scherer. Comments should be sent to discuss@en.tldp.org <p> This document describes &c3Dfx; graphics accelerator chip support for Linux. It lists some supported hardware, describes how to configure the drivers, and answers frequently asked questions. </abstract> <!-- ====================================================== --> <!-- Indexing --> <!-- The index entries below might overlap with similar entries from other HOWTO's e.g. on Mesa, GLint based graphics, XFree86. Thus they are set as "idxentry" style entries not meant to be tied to a particular location. They could be anywhere in the file. As the current backends maps invisible index entries into the Index, that is, has no "idxentry" complement to "idxref", I tried to put the index list in front of the table of contents which was organized in a way to remove the need for Index e.g. in HTML backends, where indexing is currently not supported anyway. Keeping them in one spot should ease manual adjustment of index entries from several documents into one global index not using too many synonyms. --> <toc> <![ %Indexing [ <p> <nidx>Hardware accelerated 3D graphics with 3Dfx Voodoo</nidx> <nidx>XFree86 and 3Dfx Voodoo</nidx> <nidx>OpenGL and 3Dfx Voodoo</nidx> <nidx>Mesa and 3Dfx Voodoo</nidx> <nidx>GLUT and 3Dfx Voodoo</nidx> <nidx>GGI and 3Dfx Voodoo</nidx> <nidx>3Dfx</nidx> <nidx>Voodoo chipset</nidx> <nidx>Glide API for Linux</nidx> <nidx>Quantum 3D</nidx> <nidx>Obsidian graphics boards</nidx> <nidx>Orchid Righteous 3D</nidx> <nidx>Canopus Pure 3D</nidx> <nidx>Hercules Stealth 3D</nidx> <nidx>Diamond Monster 3D</nidx> <nidx>Quake for Linux</nidx> <nidx>GLQuake for Linux</nidx> <nidx>GLQuake and 3Dfx Voodoo</nidx> </p> ]]> <!-- ====================================================== --> <sect>Introduction <p> This is the Linux &c3Dfx; HOWTO document. It is intended as a quick reference covering everything you need to know to install and configure &c3Dfx; support under Linux. Frequently asked questions regarding the &c3Dfx; 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. <p> 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 &c3Dfx; technology, any other graphics accelerator hardware is beyond the scope of this document. <sect1>Contributors and Contacts <p> 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 &VooMesa; drivers, or rewieving the document on behalf of &c3Dfx; and Quantum3D. Some of them contributed entire sections to this document. <p> Daryll Strauss <htmlurl url="mailto:Daryll Strauss <daryll@harlot.rb.ca.us>" name="daryll@harlot.rb.ca.us"> did the port, Paul J. Metzger <htmlurl url="mailto:Paul J. Metzger <pjm@rbd.com>" name="pjm@rbd.com"> modified the &VooMesa; driver (written by David Bucciarelli <htmlurl url="mailto:David Bucciarelli <tech.hmw@plus.it>" name="tech.hmw@plus.it">) for Linux, Brian Paul <htmlurl url="mailto:Brian Paul <brianp@RA.AVID.COM>" name="brianp@RA.AVID.COM"> integrated it with his famous &Mesa; library. With respect to &VooDoo; accelerated Mesa, additional thanks has to go to Henri Fousse, Gary McTaggart, and the maintainer of the &c3Dfx; Mesa for DOS, Charlie Wallace <htmlurl url="mailto:Charlie Wallace <Charlie.Wallace@unistudios.com>" name="Charlie.Wallace@unistudios.com">. The folks at &c3Dfx;, 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 &c3Dfx; local Newsgroups. The Linux glQuake2 port that uses Linux &Glide; and &Mesa; is maintained by Dave Kirsch <htmlurl url="mailto:Dave Kirsch <zoid@idsoftware.com>" name="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. <p> Thanks to the &SGMLT; package (formerly known as Linuxdoc-SGML), this HOWTO is available in several formats, all generated from a common source file. For information on &SGMLT; see its homepage at <htmlurl url="http://pobox.com/~cg/sgmltools" name="pobox.com/~cg/sgmltools">. <sect1>Acknowledgments <p> &c3Dfx;, the &c3Dfx; Interactive logo, &VooDoo;, and &VooRush; are registered trademarks of &c3Dfx; Interactive, Inc. &Glide;, &TexUs;, &Pixelfx; and &Texelfx; are trademarks of 3Dfx Interactive, Inc. &OGL; 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. <sect1>Revision History <p> <descrip> <tag>Version 1.03</tag>First version for public release. <tag>Version 1.16</tag>Current version &CurrentVer; &CurrentDate;. </descrip> <![ %Internal [ <sect2>Internal Revision History <p> The verbose revision history below is for internal use only, to provide assistance during the review/copy editing process. <code> Version 0.1i First version; used for proof-reading purposes only. Version 0.2i Added Flash3D, added Orchid R3D to list of boards known to work, minor fixes. FAQ regarding grSstWinOpen() added, FAQ regarding Glide demos with ATB. Trademark acknowdlegments. Version 0.3i Added Quantum3D statements about Linux support, chipset definitions, Obsidian board. Added a bit on Voodoo architecture. Version 0.4i Official Obsidian taxonomy from Ross Q. Smith. Explanation on setuid from Daryll Strauss. Comments on Voodoo GLUT by David Bucciarelli. Version 0.5i Upgraded to 2.3.1, added Intergraph Intense. Version 1.0i Fixed news.3dfx hierarchy, added bug report group pointer, ready for release. Version 1.01i Corrections from Daryll, SST_DUALSCREEN, snapping vertices, removed setuid/device/XAA discussion. Version 1.02i P5 added to requirements. Removed Banshee. No Intergraph support. FAQ section overiew. Version 1.03 Corrected typos, added Macintosh. Changed wording on grSstOpen error - might be removed entirely. Added a Mesa compilation problems section. More trademarks from the Glide docs. TexUS. ATB doc mentioned. Upp'ed to pending 2.4 release. Version 1.10i Internal revision, for long overdue update. Removed some general accelerated 3D graphics explanations. Stripped some vendor references, as I am not going to keep track of that in all detail. Added some Pixelfx, Texelfx, SLI, AGP, and other 3Dfx specific technical backgrounder. Removed the outdated commercial Linux OpenGL details. Added some more URL's of 3Dfx web and FTP site, ATB info, miniport info. Added some details to the Rush support issue (DirectDraw, SSST96). Added Mesa window hack. Removed the deprecated mdw LDP URL. LDP license link, copyright changed. Link to Stingray FAQ. Added info@quantum3d. Added a memory/board(s) configuration formula. A few GGI changes, resolved SVGA duplicate. Corrected GLUT version number. Version 1.11i Internal revision. Added www.opengl.org, emphasized pointer to Gateway. Added Mark Kilgard to beta mail alias. Added OpenGL GameDev list and ListServ archive reference. Hercules FAQ maintained by Kertis Henderson (kertis@frozenwave.com) confirmed. Added TMU alias to Texelfx entry. FAQ on support for multi TMU in current release. Added mention of seperate VR/VG distributions to current version FAQ. No mention of any upcoming Glide revisions. Added Mesa/Glide combo portability, and Charlie Wallace' DOS port. Moved X vs. AT3D into the X11 section, added technical details on problem to pacify those bitching, mentioned XFree86 3.3.3.2. Added Dirk Hohndel to beta mail alias. Added assembly remark to Alpha port question. Added texture size entry. Replaced max res. 1280x960 for SLI with 1024x768. Added overclocking/cooling comments. Removed outdated Mesa-2.3.x and Glide 2.3 specifics like grSstWinOpen/grSstOpen. Added glQuake in window remark. Removed outdated VoodooGLUT in Mesa remark. Installed SGML-Tools v1.0.3. Added some minimal indexing for RedHat LDP compilation. Switched to Linuxdoc96 for release, as the nidx element has not been added to strict DTD, while idx has. Invisible indices cannot be created prior to ToC - bugger. Formatting: run into the familiar problem with LaTeX styles not updated properly, and a duplicate url.sty in a different location. Manual removal and copy. Run texconfig rehash, fixed read permit on style files. Formatting runs. The url attribute rendering screws up underscores and tilde character. OPP (other people's problem). Strange, a misspelled &3Dfx; entity slips through validation? Version 1.12i Rephrased multitexture in Mesa remark. Clarified the 1024x768 issue, ruled out 1280x960. Reworked info file for linux-3dfx@gamers.org proposal, rephrased entry. Fixed Glide version 2.4. ATB source hint, whatever it's worth. Fixed 3Dfx/ Quantum corporate entry. Added Linux Quake setuid, an GL related bugs/workarounds from Dave Kirsch's plan. Added LinuxQuake sites. Version 1.13i Added "Internal" marked section, moved revision history out of comment. Have to take out <nidx> indexing after submission to RedHat, because it breaks HTML output. Added "Indexing" marked section, might actually scatter some more indices throughout the document that way. Memory speed mentioned as overclocking issue, lot of typos fixed there. Fixed outdated SGML-Tools URL. Mesa 2.6b5 (current) and 3.0 (upcoming) mentioned. Made separate Mesa multitexturing entry. Also made LinuxQuake multitexturing entry. Version 1.14i Added blatant plug to "supported hardware" section, for Voodoo2 board loans and DEC Alpha. Reworded Glide multitexture section a bit, added Mesa single pass trilinear filtering. Added "as of 2.6b5" to Mesa statements. Version 1.15i Upped Mesa to 2.6b6. Feedback from Daryll, Paul, and Brian so far. Created a Contributors and Contacts section following Paul's suggestion, included all e-mails of those publicly visible (no 3Dfx/Quantum3D mailto). Added single screen dual cable as proposed by Mark Atkinson. Typos. Slightly reworded Quantum3D entry added to How do boards differ. Added two cross references to Mesa window hack. Added single board Obsidian SB SLI, added resetting dual and single board SLI reset problem. Glide 3.0 is publicly talked about, thus added a remark to current version. Keep linux-3dfx mailing list entry. Disclaimer with Mark Kilgards SGI address, GLUT mailing list. Version 1.16 Switched Internal to IGNORE, upped current version, notified LDP. </code> ]]> <!-- ====================================================== --> <sect1>New versions of this document <p> You will find the most recent version of this document at <htmlurl url="http://www.gamers.org/dEngine/xf3D/" name="www.gamers.org/dEngine/xf3D/">. <p> New versions of this document will be periodically posted to the <htmlurl url="news:comp.os.linux.answers" name="comp.os.linux.answers"> newsgroup. They will also be uploaded to various anonymous ftp sites that archive such information including <htmlurl url="ftp://sunsite.unc.edu/pub/Linux/docs/HOWTO/" name ="ftp://sunsite.unc.edu/pub/Linux/docs/HOWTO/">. <p> Hypertext versions of this and other Linux HOWTOs are available on many World-Wide-Web sites, including <htmlurl url="http://sunsite.unc.edu/LDP/" name="sunsite.unc.edu/LDP/">. Most Linux CD-ROM distributions include the HOWTOs, often under the <tt>/usr/doc/</tt>directory, and you can also buy printed copies from several vendors. <p> If you make a translation of this document into another language, let me know and I'll include a reference to it here. <sect1>Feedback <p> I rely on you, the reader, to make this HOWTO useful. If you have any suggestions, corrections, or comments, please send them to me ( <htmlurl url="mailto:bk@gamers.org" name="bk@gamers.org">), and I will try to incorporate them in the next revision. Please add <tt>HOWTO 3Dfx</tt> to the Subject-line of the mail, so procmail will dump it in the appropriate folder. <p> Before sending bug reports or questions, <EM>please read all of the information in this HOWTO</EM>, and <EM>send detailed information about the problem</EM>. <p> 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 (<htmlurl url="mailto:linux-howto@sunsite.unc.edu" name="linux-howto@sunsite.unc.edu">), for more information. <sect1>Distribution Policy <p> Copyright (c) 1997, 1998 by Bernd Kreimeier. This document may be distributed under the terms set forth in the LDP license at <htmlurl url="http://sunsite.unc.edu/LDP/COPYRIGHT.html" name="sunsite.unc.edu/LDP/COPYRIGHT.html">. <p> 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 <bf>without any warranty</bf>; without even the implied warranty of <bf>merchantability</bf> or <bf>fitness for a particular purpose</bf>. See the LDP license for more details. <!-- ====================================================== --> <sect>Graphics Accelerator Technology <sect1>Basics <p> This section gives a <em>very</em> 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 &OGL; in order to learn more. <sect1>Hardware configuration <p> 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 &c3Dfx; boards based on the &VooDoo; belong to the former category. We will get into this again later. <p> 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. <sect1>A bit of &VooDoo; architecture <p> 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. <p> The &VooDoo; 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). <p> Moreover, a &VooDoo; could use two TMU's (texture management or texelfx units), and finally, two &VooDoo; 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. <sect>Installation <p> Configuring Linux to support &c3Dfx; accelerators involves the following steps: <enum> <item>Installing the board. <item>Installing the &Glide; distribution. <item>Compiling, linking and/or running the application. </enum> The next sections will cover each of these steps in detail. <sect1>Installing the board <p> 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. <p> As &c3Dfx; does not develop or sell any boards, do not contact them on any problems. <sect2>Troubleshooting the hardware installation <p> To check the installation and the memory mapping, do <tt>cat /proc/pci</tt>. The output should contain something like <code> 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. </code> for a Diamond Monster 3D used with a Diamond Stealth-64. Additionally a <tt>cat /proc/cpuinfo /proc/meminfo</tt> might be helpfull for tracking down conflicts and/or submitting a bug report. <p> With current kernels, you will probably get a boot warning like <code> Jun 12 12:31:52 hal kernel: Warning : Unknown PCI device (121a:1). Please read include/linux/pci.h </code> 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 <tt>/usr/include/linux/pci.h</tt> and send all necessary information to <htmlurl url="mailto:linux-pcisupport@cao-vlsi.ibp.fr" name="linux-pcisupport@cao-vlsi.ibp.fr">. <p> 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. <sect2>Configuring the kernel <p> There is no kernel configuration necessary, as long as PCI support is enabled. The <url url="http://sunsite.unc.edu/mdw/HOWTO/Kernel-HOWTO.html" name="Linux Kernel HOWTO"> should be consulted for the details of building a kernel. <sect2>Configuring devices <p> 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 <tt>/dev/dsp</tt> and <tt>/dev/audio</tt>). The driver uses the <tt>/dev/mem</tt> device which should always be available. In consequence, you need to use <tt>setuid</tt> or root privileges to access the accelerator board. <sect1>Setting up the Displays <p> 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. <sect2>Single screen display solution <p> 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. <p> 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. <p> 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. <p> 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. <sect2>Single screen dual cable setup <p> 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. <sect2>Dual screen display solution <p> 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. <p> 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 <code> setenv SST_DUALSCREEN 1 </code> to force continued video output in this setup. <sect1>Installing the &Glide; distribution <p> The &Glide; driver and library are provided as a single compressed archive. Use <tt>tar</tt> and <tt>gzip</tt> 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. <p> 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 <tt>can't load library 'libglide.so'</tt>. <sect2>Using the detect program <p> There is a <tt>bin/detect</tt> program in the distribution (the source is not available). You have to run it as root, and you will get something like <code> 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 </code> as a result. If you do not have root privileges, the program will bail out with <code> Permission denied: Failed to change I/O privilege. Are you root? </code> output might come handy for a bug report as well. <sect2>Using the test programs <p> Within the &Glide; distribution, you will find a folder with test programs. Note that these test programs are under &c3Dfx; copyright, and are legally available for use only if you have purchased a board with a &c3Dfx; chipset. See the LICENSE file in the distribution, or their web site <htmlurl url="http://www.3dfx.com/" name="www.3dfx.com"> for details. <p> 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 <tt>alpha.3df</tt> 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 <tt>Press A Key To Begin Test</tt>. Beware of loss of input scope if running X11 on the same screen at the same time. <p> See the README.test for a list of programs, and other details. <sect>Answers To Frequently Asked Questions <p> 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 <itemize> <item>FAQ: Requirements? <item>FAQ: &VooDoo;? &c3Dfx;? <item>FAQ: &Glide;? <item>FAQ: &Glide; and SVGA? <item>FAQ: &Glide; and XFree86? <item>FAQ: &Glide; versus OpenGL/Mesa? <item>FAQ: But Quake? <item>FAQ: Troubleshooting? </itemize> Each section lists several questions and answers, which will hopefully address most problems. <sect>FAQ: Requirements? <sect1>What are the system requirements? <p> A Linux PC, PCI 2.1 compliant, a monitor capable of 640x480, and a 3D accelerator board based on the &c3Dfx; &VooDoo;. 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. <p> At one point, some &c3Dfx; 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. <sect1>Does it work with Linux-Alpha? <p> 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. <p> 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. <sect1>Which &c3Dfx; chipsets are supported? <p> Currently, the &c3Dfx; &VooDoo; chipset is supported under Linux. The &VooRush; chipset is not yet supported. <sect1>Is the &VooRush; supported? <p> The current port of &Glide; to Linux does not support the &VooRush;. An update is in the works. <p> The problem is that at one point the &VooRush; 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. <p> Thus &VooRush; based boards like the <em>Hercules Stingray 128/3D</em> or <em>Intergraph Intense Rush</em> are not supported yet. <sect1>Which boards are supported? <p> There are no officially supported boards, as &c3Dfx; 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. <p> 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 &VooRush; 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. <p> 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; based boards, like Orchid Righteous 3D, Canopus Pure 3D, Flash 3D, and Diamond Monster 3D. &VooRush; based boards are not yet supported. <p> Boards that are not based on &c3Dfx; chipsets (e.g. manufactured by S3, Matrox, 3Dlabs, Videologic) do <em>not</em> work with the &c3Dfx; drivers and are beyond the scope of this document. <sect1>How do boards differ? <p> 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. <p> 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; board is described below, in a separate section. <p> Quantum 3D offers the widest selection of &c3Dfx;-based boards, and is probably the place to go if you are looking for a high end &VooDoo; 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. <sect1>What about AGP? <p> There is no &VooDoo; or &VooRush; 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 &c3Dfx; technology might possibly be supported with Linux. <sect>FAQ: &VooDoo;? &c3Dfx;? <sect1>Who is &c3Dfx;? <p> &c3Dfx is a San Jose based manufacturer of 3D graphics accelerator hardware for arcade games, game consoles, and PC boards. Their official website is <htmlurl url="http://www.3dfx.com/" name="www.3dfx.com">. &c3Dfx; does not sell any boards, but other companies do, e.g. Quantum3D. <sect1>Who is Quantum3D? <p> Quantum3D started as a &c3Dfx; spin-off, manufacturing high end accelerator boards based on &c3Dfx; chip technology for consumer and business market, and supplying arcade game technology. See their home page at <htmlurl url="http://www.quantum3d.com/" name="www.quantum3d.com"> for additional information. For general inquiries regarding Quantum3D, please send mail to <htmlurl url="mailto:info@quantum3d" name="info@quantum3d">. <sect1>What is the &VooDoo;? <p> The &VooDoo; is a chipset manufactured by &c3Dfx;. It is used in hardware acceleration boards for the PC. See the HOWTO section on supported hardware. <sect1>What is the &VooRush;? <p> The &VooRush; is a derivate of the &VooDoo; 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. <sect1>What is the &VooD2;? <p> The &VooD2; is the successor of the &VooDoo; chipset, featuring several improvements. It is announced for late March 1998, and annoucements of &VooD2; based boards have been published e.g. by Quantum 3D, by Creative Labs, Orchid Technologies, and Diamond Multimedia. <p> The &VooD2; is supposed to be backwards compatible. However, a new version of &Glide; will have to be ported to Linux. <sect1>What is VGA pass-though? <p> The &VooDoo; (but not the &VooRush;) 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; based add-on board, which by default passes it through to the display also connected to the &VooDoo; board. If the &VooDoo; 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. <p> 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; might not re-enable video output when crashing, and regular VGA video signal deteoriates in the the pass-through process. <sect1>What is &Texelfx; or TMU? <p> &VooDoo; 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. <p> 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. <p> 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. <sect1>What is a &Pixelfx; unit? <p> &VooDoo; 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. <sect1>What is SLI mode? <p> 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. <p> The &Pixelfx; in question can be on the same board, or on two boards properly connected. Some Quantum3D Obsidian boards support SLI with &VooDoo;. <p> 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. <sect1>Is there a single board SLI setup? <p> 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. <sect1>How much memory? How many buffers? <p> The most essential difference between different boards using the &VooDoo; chipset is the amount and organization of memory. Quantum3D used a three digit scheme to descibe boards. Here is a slightly modifed one (anticipating &VooD2;). 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. <code> "SLI / Pixelfx / Texelfx1 / Texelfx2 " </code> It means that a common 2MB+2MB board would be a <tt>1/2/2/0</tt> solution, with the minimally required total 4Mb of memory. A Canopus Pure 3D would be <tt>1/2/4/0</tt>, or 6MB. An Obsidian-2220 board with two Texelfx would be <tt>1/2/2/2</tt>, and an Obsidian SLI-2440 board would be <tt>2/2/4/4</tt>. A fully featured dual board solution (2 Pixelfx, each with 2 Texelfx and 4MB frame buffer, each Texelfx 4 MB texture cache) would be <tt>2/4/4/4</tt>, and the total amount of memory would be <tt>SLI*(Pixelfx+Texelfx1+Texelfx2)</tt>, or 24 MB. <p> So there. <sect1>Does the &VooDoo; do 24 or 32 bit color? <p> No. The &VooDoo; architecture uses 16bpp internally. This is true for &VooDoo;, &VooRush; and &VooD2; alike. Quantum3D claims to implement 22-bpp effective color depth with an enhanced 16-bpp frame buffer, though. <sect1>Does the &VooDoo; store 24 or 32 bit z-buffer per pixel? <p> No. The &VooDoo; architecture uses 16bpp internally for the depth buffer, too. This again is true for &VooDoo;, &VooRush; and &VooD2; alike. Again, Quantum3D claims that using the floating point 16-bits per pixel (bpp) depth buffering provides 22-bpp effective Z-buffer precision. <sect1>What resolutions does the &VooDoo; support? <p> The &VooDoo; 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. <p> Unfortunately 960x720 is not supported. The &VooDoo; 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. <p> 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. <p> 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. <sect1>What texture sizes are supported? <p> The maximum texture size for the &VooDoo; 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. <sect1>Does the &VooDoo; support paletted textures? <p> The &VooDoo; hardware and &Glide; support the palette extension to &OGL;. The most recent version of &Mesa; does support the <tt>GL_EXT_paletted_texture</tt> and <tt>GL_EXT_shared_texture_palette</tt> extensions. <sect1>What about overclocking? <p> 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. <p> 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; 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. <p> 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. <sect1>Where could I get additional info on &VooDoo;? <p> There is a FAQ by &c3Dfx;, which should be available at their <htmlurl url="http://www.3dfx.com/voodoo/faq.html" name="web site">. You will find retail information at the following locations: <htmlurl url="http://www.3dfx.com/voodoo/sale/" name="www.3dfx.com"> and <htmlurl url="http://www.quantum3d.com/" name="www.quantum3d.com">. <p> Inofficial sites that have good info are "Voodoo Extreme" at <htmlurl url="http://www.ve3d.com/" name="www.ve3d.com">, and "Operation 3Dfx" at <htmlurl url="http://www.ve3d.com/" name="www.ve3d.com">. <sect>FAQ: &Glide;? &TexUs;? <sect1>What is &Glide; anyway? <p> &Glide; is a proprietary API plus drivers to access 3D graphics accelerator hardware based on chipsets manufactured by &c3Dfx;. &Glide; has been developed and implemented for DOS, Windows, and Macintosh, and has been ported to Linux by Daryll Strauss. <sect1>What is &TexUs;? <p> In the distribution is a <tt>libtexus.so</tt>, which is the &c3Dfx; Interactive Texture Utility Software. It is an image processing libary and utility program for preparing images for use with the &c3Dfx; Interactive &Glide; library. Features of &TexUs; include file format conversion, MIPmap creation, and support for &c3Dfx; Interactive Narrow Channel Compression textures. <p> The &TexUs; utility program <tt>texus</tt> reads images in several popular formats (TGA, PPM, RGT), generates MIPmaps, and writes the images as &c3Dfx; 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 <tt>texus</tt>, and the API, see the &TexUs; documentation. <sect1>Is &Glide; freeware? <p> 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 &c3Dfx; 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 &c3Dfx;. <p> The same is true for all the sources in the &Glide; distribution. In the words of &c3Dfx;: These are not public domain, but they can be freely distributed to owners of 3Dfx products only. No card, No code! <sect1>Where do I get &Glide;? <p> The entire &c3Dfx; SDK is available for download off their public web-site located at <htmlurl url="http://www.3dfx.com/software/download_glide.html" name="www.3dfx.com/software/download_glide.html">. Anything else &c3Dfx; publicly released by &c3Dfx; is nearby on their website, too. <p> There is also an FTP site, <htmlurl url="ftp://ftp.3dfx.com/" name="ftp.3dfx.com">. The FTP has a longer timeout, and some of the larger files have been broken into 3 files (approx. 3MB each). <sect1>Is the &Glide; source available? <p> Nope. The &Glide; source is made available only based on a special agreement and NDA with &c3Dfx;. <sect1>Is Linux &Glide; supported? <p> Currently, Linux &Glide; is unsupported. Basically, it is provided under the same disclaimers as the 3Dfx GL DLL (see below). <p> However, &c3Dfx; 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 &c3Dfx; newsgroup (see below). <p> In addition, the Quantum3D web page claims that Linux support (for Obsidian) is planned for both Intel and AXP architecture systems in 2H97. <sect1>Where could I post &Glide; questions? <p> There are newsgroups currently available only on the NNTP server <htmlurl url="news://news.3dfx.com/" name="news.3dfx.com"> run by 3Dfx. This USENET groups are dedicated to &c3Dfx; and &Glide; in general, and will mainly provide assistance for DOS, Win95, and NT. The current list includes: <code> 3dfx.events 3dfx.games.glquake 3dfx.glide 3dfx.glide.linux 3dfx.products 3dfx.test </code> and the <tt>3dfx.oem.products.*</tt> group for specific boards, eg. <tt>3dfx.oem.products.quantum3d.obsidian</tt>. Please use <htmlurl url="news://news.3dfx.com/3dfx.glide.linux" name="news.3dfx.com/3dfx.glide.linux"> for all Lnux &Glide; related questions. <p> A mailing list dedicated to Linux &Glide; is in preparation for 1Q98. Send mail to <htmlurl url="mailto:majordomo@gamers.org" name="majordomo@gamers.org">, no subject, body of the message <tt>info linux-3dfx</tt> to get information about the posting guidelines, the hypermail archive and how to subscribe to the list or the digest. <sect1>Where to send bug reports? <p> Currently, you should rely on the newsgroup (see above), that is <htmlurl url="news://news.3dfx.com/3dfx.glide.linux" name="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. <sect1>Who is maintaining it? <p> &c3Dfx; 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 <htmlurl url="mailto:daryll@harlot.rb.ca.us" name="daryll@harlot.rb.ca.us"> <sect1>How can I contribute to Linux &Glide;? <p> 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 &VooMesa; driver source. See section on &VooMesa; below. <sect1>Do I have to use &Glide;? <p> Yes. As of now, there is no other &VooDoo; driver available for Linux. At the lowest level, &Glide; is the only interface that talks directly to the hardware. However, you can write &OGL; code without knowing anything about &Glide;, and use &Mesa; with the &Glide; based &VooMesa; driver. It helps to be aware of the involvement of &Glide; for recognizing driver limitations and bugs, though. <!-- p> For Win32 there is also OpenGVS, a cross platform high level graphics API (located somewhere between the level of &OGL; and IRIS Performer or OpenInventor). Quantum 3D is the sole distributor of OpenGVS, contact is John Archdeacon <htmlurl url="mailto:John Archdeacon <jarch@gemtech.com>" name="jarch@gemtech.com"> --> <sect1>Should I program using the Glide API? <p> That depends on the application you are heading for. &Glide; is a proprietary API that is partly similar to &OGL; or &Mesa;, partly contains features only available as EXTensions to some &OGL; implementations, and partly contains features not available anywhere but within &Glide;. <p> If you want to use the &OGL; API, you will need &Mesa; (see below). &Mesa;, namely the &VooMesa; driver, offers an API resembling the well documented and widely used OpenGL API. However, the &VooMesa; driver is in early alpha, and you will have to accept performance losses and lack of support for some features. <p> In summary, the decision is up to you - if you are heading for maximum performance while accepting potential problems with porting to non-&c3Dfx; hardware, &Glide; is not a bad choice. If you care about maintenance, &OGL; might be the best bet in the long run. <sect1>What is the &Glide; current version? <p> The current version of Linux &Glide; is &GlVer;. 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 &VooRush; (VR) and &VooDoo; (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 &VooD2; (V2) boards. <p> 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 &OGL; API has separate modes for this. For a detailed explanation on this see e.g. the &OGL; documentation. <sect1>Does it support multiple &Texelfx; already? <p> 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. <p> 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. <sect1>Is Linux &Glide; identical to DOS/Windows &Glide;? <p> 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. <sect1>Where to I get information on &Glide;? <p> There is exhaustive information available from &c3Dfx;. You could download it from their home page at <htmlurl url="http://www.3dfx.com/software/download_glide.html" name="www.3dfx.com/software/download_glide.html">. These are for free, presuming you bought a &c3Dfx; hardware based board. Please read the licensing regulations. <p> Basically, you should look for some of the following: <itemize> <item><em>Glide Release Notes</em> <item><em>Glide Programming Guide</em> <item><em>Glide Reference Manual</em> <item><em>Glide Porting Guide</em> <item><em>TexUs Texture Utility Software</em> <item><em>ATB Release Notes</em> <item><em>Installing and Using the Obsidian</em> </itemize> 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 <htmlurl url="http://www.3dfx.com/software/download_glide.html" name="www.3dfx.com"> as well. Note that the release numbers are not always in sync with those of &Glide;. <sect1>Where to get some &Glide; demos? <p> You will find demo sources for &Glide; within the distribution (test programs), and on the &c3Dfx; 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. <p> In addition, you might find useful some of the &OGL; demo sources accompanying Mesa and GLUT. While the &Glide; API is different from the &OGL; API, they target the same hardware rendering pipeline. <sect1>What is ATB? <p> Some of the &c3Dfx; demo programs for &Glide; depend not only on &Glide; but also on &c3Dfx;'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. <p> <sect>FAQ: &Glide; and XFree86? <p> <sect1>Does it run with XFree86? <p> Basically, the &VooDoo; 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. <p> 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). <sect1>Does it only run full screen? <p> See above. The &VooDoo; hardware is not window environment aware, neither is Linux &Glide;. Again, the experimental &Mesa; "window hack" covered below will allow for pasting the &VooDoo; board framebuffer's content into an X11 window. <sect1>What is the problem with AT3D/&VooRush; boards? <p> There is an inherent problem when using &VooRush; boards with Linux: Basically, these boards are meant to be VGA 2D/3D accelerator boards, either as a single board solution, or with a &VooRush; based daughterboard used transparently. The VGA component tied to the &VooRush; 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. <p> There is a mailing list on this, and a web site with FAQ at <htmlurl url="http://www.frozenwave.com/linux-stingray128" name="www.frozenwave.com/linux-stingray128">. Look there for most current info. There is a SuSE maintained driver at <htmlurl url="ftp://ftp.suse.com/suse_update/special/xat3d.tgz" name="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. <p> The following <tt>XF86Config</tt> settings reportedly work. <code> # 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) </code> In summary, there is nothing prohibiting this except for the fact that the drivers in XFree86 are not yet finished. <p> If you want a more technical explanation: &VooRush; support requires X server changes to support grabbing a buffer area in the video memory on the AT3D board, as the &VooRush; based boards need to store their back buffer and z buffer there. This memory allocation and locking requirement is not a &c3Dfx; 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. <sect1>What about GLX for XFree86? <p> There are a couple of problems. <p> The currently supported &VooDoo; 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. <p> The &VooRush; 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. <p> In addition, GLX is tied to &OGL; 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 <htmlurl url="http://www.cs.utah.edu/~sparker/xfree86-3d/" name="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 <htmlurl url="http://www.suse.de/~sim/" name="www.suse.de/~sim/">. Currently, &Mesa; still uses its GLX emulation with Linux. <sect1>&Glide; and commerical X Servers? <p> 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. <sect1>&Glide; and SVGA? <p> 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. <sect1>&Glide and GGI? <p> 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 <htmlurl url="http://synergy.caltech.edu/~ggi/" name="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 &OGL; API; tested with unaccelerated Mesa. Essentially, this means X11R6 running on a &VooDoo;, using either Mesa or &Glide; directly. <sect>FAQ: &OGL;/&Mesa;? <sect1>What is &OGL;? <p> &OGL; 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. <p> &OGL; 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, &OGL; is a powerful and generic toolset for hardware assisted computer graphics. <sect1>Where to get additional information on OpenGL? <p> The official site for &OGL; maintained by the members of the ARB, is <htmlurl url="http://www.opengl.org/" name="www.opengl.org">, <p> A most recommended site is Mark Kilgard's Gateway to &OGL; Info at <htmlurl url="http://reality.sgi.com/mjk_asd/opengl-links.html" name="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. <p> If you are interested in game programming using &OGL;, there is the <tt>OpenGL-GameDev-L@fatcity.com</tt> at <tt>Listserv@fatcity.com</tt>. Be warned, this is a high traffic list with very technical content, and you will probably prefer to use <tt>procmail</tt> to handle the 100 messages per day coming in. You cut down bandwidth using the <tt>SET OpenGL-GameDev-L DIGEST</tt> command. It is also not appropriate if you are looking for introductions. The archive is handled by the ListServ software, use the <tt>INDEX OpenGL-GameDev-L</tt> and <tt>GET OpenGL-GameDev-L "filename"</tt> commands to get a preview before subscribing. <sect1>Is Glide an &OGL; implementation? <p> No, &Glide; is a proprietary &c3Dfx; API which several features specific to the &VooDoo; and &VooRush;. A &c3Dfx; 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). <p> The closest thing to a hardware accelerated Linux &OGL; you could currently get is Brian Paul's &Mesa; along with David Bucciarelli's &VooMesa; driver (see below). <sect1>Is there an &OGL; driver from &c3Dfx;? <p> Both the &c3Dfx; website and the Quantum3D website announced &OGL; for &VooDoo; to be available 4Q97. The driver is currently in Beta, and accessible only to registered deverloper's under written Beta test agreement. <p> A linux port has not been announced yet. <sect1>Is there a commercial &OGL; for Linux and &c3Dfx;? <p> I am not aware of any third party commercial OpenGL that supports the &VooDoo;. Last time I paid attention, neither MetroX nor XInside OpenGL did. <sect1>What is Mesa? <p> Mesa is a free implementation of the &OGL; 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 &OGL; implementation conforming to the ARB specifications - more complete than some commercial products out, actually. <sect1>Does Mesa work with &c3Dfx;? <p> The latest &Mesa; MesaVer; release works with Linux &Glide; &GlVer;. 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. <p> You will need to get the Mesa library archive from the <htmlurl url="ftp://iris.ssec.wisc.edu/" name="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. <sect1>How portable is &Mesa; with &Glide;? <p> 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. <p> &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 <htmlurl url="http://www.geocities.com/~charlie_x/" name="www.geocities.com/~charlie_x/">.for the most current releases. <sect1>Where to get info on &Mesa;? <p> The &Mesa; home page is at <htmlurl url="http://www.ssec.wisc.edu/~brianp/Mesa.html" name="www.ssec.wisc.edu/~brianp/Mesa.html">. There is an archive of the Mesa mailing list. at <htmlurl url="http://www.iqm.unicamp.br/mesa/" name="www.iqm.unicamp.br/mesa/">. This list is not specific to &c3Dfx; and &Glide;, but if you are interested in using &c3Dfx; hardware to accelerate &Mesa;, it is a good place to start. <sect1>Where to get information on &VooMesa;? <p> For latest information on the &VooMesa; driver maintained by David Bucciarelli <htmlurl url="mailto:tech.hmw@plus.it" name="tech.hmw@plus.it"> see the home page at <htmlurl url="http://www-hmw.caribel.pisa.it/fxmesa/index.shtml" name="www-hmw.caribel.pisa.it/fxmesa/">. <sect1>Does Mesa support multitexturing? <p> Not yet (as of &Mesa; &MesaVer;), but it is on the list. In &Mesa; you will probably have to use the &OGL; <tt>EXT_multitexture</tt> extension once it is available. There is no final specification for multitextures in &OGL;, which is supposed to be part of the upcoming &OGL; 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 &VooD2; based boards are in widespread use. <sect1>Does Mesa support single pass trilinear mipmapping? <p> 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; &MesaVer;), but is in preparation. <sect1>What is the Mesa "Window Hack"? <p> 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; board's most recently finished framebuffer content into video memory on each <tt>glXSwapBuffers</tt> call. This feature is also available with Mesa for Windows. <p> 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; 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). <p> Note that this experimental feature is <em>NOT</em> &VooRush; support by any means. It applies only to the &VooDoo; 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. <p> Make really sure that you have enabled the following environment variables: <code> 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 </code> 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. <p> 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. <sect1>How about GLUT? <p> 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 <htmlurl url="http://reality.sgi.com/mjk_asd/glut3/glut3.html" name="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. <p> There is also a GLUT mailing list, <tt>glut@perp.com</tt>. Send mail to <htmlurl url="mailto:Majordomo@perp.com" name="majordomo@perp.com">, with the (on of the) following in the body of your email message: <code> help info glut subscribe glut end </code> <p> As GLUT handles double buffers, windows, events, and other operations closely tied to hardware and operating system, using GLUT with &VooDoo; requires support, which is currently in development within GLX for Mesa. It already works for most cases. <sect>FAQ: But Quake? <sect1>What about that &c3Dfx; GL driver for Quake? <p> The &c3Dfx; Quake GL, aka mini-driver, aka miniport, aka Game GL, aka &c3Dfx; GL alpha, implemented only a Quake-specific subset of OpenGL (see <htmlurl url="http://www.cs.unc.edu/~martin/3dfx.html" name="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 (<tt>opengl32.dll</tt>) released by &c3Dfx; and was available for Windows only. This DLL is not, and will not be ported to Linux. <sect1>Is there a &c3Dfx; based glQuake for Linux? <p> Yes. A Quake linuxquake v0.97 binary has been released based on Mesa with Glide. The Quake2 q2test binary for Linux and &VooDoo; 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. <p> See <htmlurl url="ftp://ftp.idsoftware.com/idstuff/quake/unix/" name="ftp.idsoftware.com/idstuff/quake/unix/"> for the latest releases. <sect1>Does glQuake run in an XFree86 window? <p> 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. <sect1>Known Linux Quake problems? <p> Here is an excerpt, as of January 7th, 1998. I omitted most stuff not specific to &3Dfx; hardware. <itemize> <item> 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. <item> 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. <item> 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. <item> 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. <item> 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. </itemize> <sect1>Know Linux Quake security problems? <p> 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 <tt>setuid</tt>. <p> If you want to use the <tt>ref_soft</tt> and <tt>ref_gl</tt> 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. <p> The X11 render does not need any root permissions (if <tt>/dev/dsp</tt> is writable by others for sound). The dedicated server mode does not need to be root either, obviously. <p> 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 <tt>ref_ggi</tt> might be supported in the near future. <sect1>Does LinuxQuake use multitexturing? <p> To my understadnding, glQuake will use a multitexture EXTension if the &OGL; 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. <sect1>Where can I get current information on Linux glQuake? <p> Try some of these sites: the "The Linux Quake Resource" at <htmlurl url="http://linuxquake.telefragged.com/" name="linuxquake.telefragged.com">, or the "Linux Quake Page" at <htmlurl url="http://www.planetquake.com/threewave/linux/" name="www.planetquake.com/threewave/linux/">. Alternatively, you could look for Linux Quake sites in the "SlipgateCentral" database at <htmlurl url="http://www.slipgatecentral.com/" name="www.slipgatecentral.com">. <sect>FAQ: Troubleshooting? <sect1>Has this hardware been tested? <p> 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 &c3Dfx; and Quantum3D provide boards for testing to the developers, so Quantum3D consumer boards are a safe bet. Every other &VooDoo; based board should work, too. I have reports regarding the Orchid Righteous 3D, Guillemot Maxi 3D Gamer, and Diamond Monster 3D. <p> If you are a board manufacturer who wants to make sure his &VooDoo;, &VooRush; or &VooD2; 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 <htmlurl url="mailto:daryll@harlot.rb.ca.us" name="daryll@harlot.rb.ca.us"> <sect1>Failed to change I/O privilege? <p> You need to be root, or <tt>setuid</tt> your application to run a &Glide; based application. For DMA, the driver accesses <tt>/dev/mem</tt>, which is not writeable for anybody but root, with good reasons. See the README in the &Glide; distribution for Linux. <sect1>Does it work without root privilege? <p> 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. <sect1>Displayed images looks awful (single screen)? <p> 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. <p> 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 &c3Dfx; 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. <sect1>The last frame is still there (single or dual screen)? <p> 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. <sect1>Powersave kicks in (dual screen)? <p> 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 <code> setenv SST_DUALSCREEN 1 </code> <sect1>My machine seem to lock (X11, single screen)? <p> 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. <p> If you application is supposed to run concurrently with X11, it is recommend to expose a full screen window, or use the <tt>XGrabPointer</tt> and <tt>XGrabServer</tt> functions to redirect all inputs to the application while the X server cannot access the display. Note that grabbing all input with <tt>XGrabPointer</tt> and <tt>XGrabServer</tt> does not qualify as well-behaved application, and that your program might block the entire system. <p> If you experience this problem without running X, be sure that there is no hardware conflict (see below). <sect1>My machine locks (single or dual screen)? <p> 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. <p> 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. <sect1>My machine locks (used with S3 VGA board)? <p> 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 &c3Dfx; 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; has to be mapped to a different location. However, this has not been reported as a problem with Linux, and might be Windows-specific. <sect1>No address conflict, but locks anyway? <p> 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. <sect1>Mesa runs, but does not access the board? <p> Be sure that you recompiled all the libraries (including the toolkits the demo programs use - remember that GLUT does not yet support &VooDoo;), and that you removed the older libraries, run <tt>ldconfig</tt>, and/or set your <tt>LD_LIBRARY_PATH</tt> properly. &Mesa; supports several drivers in parallel (you could use X11 SHM, off screen rendering, and &VooMesa; at the same time), and you might have to create and switch contexts explicitely (see <tt>MakeCurrent</tt> function) if the &VooDoo; isn't chosen by default. <sect1>Resetting dual board SLI? <p> 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 <tt>resetsli</tt> to reset them. Until you run the <tt>resetsli</tt> program, you will not be able to re-initialize the Obsidian board. <sect1>Resetting single board SLI? <p> The <tt>resetsli</tt> 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. </article> <!-- ================================================= --> <!-- end of Linux3Dfx.sgml --> <!-- Local Variables: mode: sgml End: --> <!-- ================================================= -->