This talk will focus on the ongoing development efforts in Mono, and explore what are the new challenges that we are tackling.
by Nicolai Hähnle
After a very brief overview of some relevant details of the hardware-level programming interface of Radeon R300-R500 shader hardware, I explain the high-level structure of how fragment and vertex programs are compiled in the modern Gallium 3D driver and how we got there. Finally, I talk about the big remaining challenges for full GLSL support.
by Daniel Stone
There are a few niggles about X11 today that mean every embedded device vendor patches the server in various unpleasant ways, whereas on the desktop it just looks suboptimal and we suck it up.
This talk will cover a few parts of X11, such as client-side cursors, the video API, Composite, RandR, which currently need to be improved to make X11 look as good as it possibly can, without going to Wayland or X12.
by Luc Verhaegen
by Jerome Glisse
by Robert Nyman
by Jim Purbrick
This giant, collaborative development environment is run on a grid of over 30,000 CPUs that simulate the land of Second Life. Since August 2008 Mono has been available as a scripting engine for running interactive content in Second Life and over 27 million user created scripts are now running on Mono in Second Life. This talk will discuss our experiences using Mono in Second Life and our plans for the future.
by Tim Anglade