makeing use of nvidia
i installed: nvidia-driver proprietary, nvidia-kernel using sbopkg.
is there anything else i need todo in order to make use of my nvidia card? |
Never used sbopkg. Installing the driver from the NVidia site is all I have ever needed to do, other than editing the xorg.conf file.
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The SlackBuilds from slackbuilds.org play around with a few system files that would otherwise get overwritten when installing the nVidia drivers. After installing both the driver and the kernel module, run (as root):
Code:
# nvidia-switch --nvidia Code:
# nvidia-xconfig |
it worked thanx
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What worked?
Lou EDIT: I assume you're referring to the T3slider solution. |
Actually, only
Quote:
I Didn't flip no switch :) |
what i meant was, being able to play games and getting to use some of
the desktop effects that comes with having Nivida/Compiz. |
So have you successfully installed the drivers?
You can check if 3d acceleration is working by: Code:
glxinfo | grep direct |
as far as i can tell yes
Code:
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum |
Quote:
Code:
glxinfo | grep direct |
ok.
how would i go about getting that?? |
ok i ran glxinfo | grep direct under nonroot.
when i run it as root i get this: Code:
glxinfo | grep direct |
In the case of the Nvidia proprietary driver, the slackbuild method is unnecessarily complicated. Not that it's particularly hard, but the installer works just fine and so long as I'm using a single monitor does everything I need it to without my help. Just my two cents.
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ok.
it seems to be working alright for me as well. |
No, you don't need to run it as root.
I always install nvidia drivers from their website. You might not have installed the drivers correctly:( Is it possible that your card doesn't support acceleration? What's your video card? edit: ok, didn't see your last post. |
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well mine xorg.conf looks like his
Code:
# nvidia-xconfig: X configuration file generated by nvidia-xconfig |
Then you haven't read the article properly.
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i'm using the driver, kernel i downloaded using sbopkg.
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Your conf is still bad.
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errrr
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...
Quote:
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i did what he said:
goto tty6, init 3, remove those lines(i take the input lines) then run startx and x never shows. luckly i backed up xorg.conf/xorg.conf.bak. and x starts up, no problem. |
>.<
Then you probably didn't remove the "InputDevice" lines in the "ServerLayout" section. |
good point.
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I'm going to sleep. Needless to say the link gives you step by step every single thing you need to go from a clean Slackware system to one with a properly installed and configured nvidia driver.
So long as you actually read it properly. |
well you'r right i did forget those and x started up.
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Your profile says Slackware 64. If that's the case, your xorg.conf looks funny for a 64 bit system:
Code:
Section "Files" Mine looks like: Code:
FontPath "/usr/lib64/X11/fonts/misc/:unscaled" |
the desktop cube works.
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