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    SubjectRe: GGI, EGCS/PGCC, Kernel source
    > In the extreme case, feeding a high performance graphics pipe looks a lot
    > like bcopy (doesn't everything). You have a bunch of data which you need

    Not on a network it doesnt no.

    > Assume you want to achieve 10 Million lit, texture-mapped vertices per
    > second. How much memory bandwidth do you need? Well, you have to transfer
    > the vertex coordinates (3x4 =12 bytes), normal (3x4=12 bytes), and texture
    > coordinates (2x4=8 bytes), for a total of 32 bytes per vertex.

    So I put it in a mitshm object, it arrives with 0 copies, its blasted into
    the video card. Next question 8)


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