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Thread: KMSCUBE: Spinning Cube Comes To The KMS Console

  1. #1
    Join Date
    Jan 2007
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    Default KMSCUBE: Spinning Cube Comes To The KMS Console

    Phoronix: KMSCUBE: Spinning Cube Comes To The KMS Console

    KMSCUBE has been announced this morning, which is a simple multi-colored spinning cube for running from the KMS console directly...

    http://www.phoronix.com/vr.php?view=MTE3NTU

  2. #2
    Join Date
    Mar 2011
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    Default Great! This is just what I needed

    Finally, this is the last missing feature we've considered critical. Now we're ready to deploy.

  3. #3
    Join Date
    Jan 2009
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    Default

    Why U so negative.


    Imagine all the people that will want spinning cubes with their KMS based console (when ready).


    BTW.
    KMS is also used to display Kernel Panic messages right??? Can we has spinning cube Kernel panics??

  4. #4
    Join Date
    Feb 2008
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    Default

    600 LOC to spin a cube, in light of the recent discussion "this is the superior API, everyone move to it" it's just ridiculous.

  5. #5
    Join Date
    Jul 2009
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    Default

    Quote Originally Posted by curaga View Post
    600 LOC to spin a cube, in light of the recent discussion "this is the superior API, everyone move to it" it's just ridiculous.
    What would be an acceptable line count for cube spinning?

  6. #6
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    Default

    Around the same it takes under X and desktop GL. Which should be around 100 lines, assuming using raw X and no glut and friends.

  7. #7
    Join Date
    Jun 2009
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    Default

    Quote Originally Posted by curaga View Post
    Around the same it takes under X and desktop GL. Which should be around 100 lines, assuming using raw X and no glut and friends.
    lol talking about comparing apples and tires, this is not like doing it on wayland or X11 is under a kms framebuffer[and either X11 or wayland would require most of those 600 LOC genius].

    X11 or wayland are higher level but they require KMS/GBM/TTM/etc too, this project just show that only using kms kernel api and very basic mesa functions you can manipulate a framebuffer[useless for PC but for embedded the technique can be very interesting[not the cube] ] without nothing else than a bare kernel and very basic gallium/mesa operations.

    ok if you do the same with X11/wayland would be lots easier cuz you accessing an API lot higher that already manage textures/memory/composition/damage/events/etc internally<-- this is not rocket science for god sake

    don't troll if you are unable to understand what are you trolling about, in my times trolls were more creatives ....

  8. #8
    Join Date
    Jul 2009
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    Default

    Hey, anybody already trying it out? Can somebody upload a video? :-)

  9. #9
    Join Date
    Feb 2012
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    Default

    but rather it's a good exercise for someone wishing to dive into the KMS/DRM, EGL, GBM, etc.
    Some people have problems with reading ... "scratch your own itch"? yeah, sure

  10. #10
    Join Date
    Oct 2009
    Posts
    60

    Default Video

    I just built it manually with

    gcc -I/usr/include/libdrm/ kmscube.c esTransform.c -o kmscube -ldrm -lgbm -lGL -lEGL -LGLESv2 -lm

    and this is the result:


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