Hi,

On Mon, Feb 23, 2009 at 7:32 AM, Robert Bragg <[email protected]> wrote:
> The biggest disadvantage to dealing with the matrices client side looks
> to be with tracking the inverse matrix. Calculating the inverse can be a
> rather expensive operation, and at least looking at the Mesa code it's
> clear they have quite a bit of smarts involving tagging matrices
> according to the transformations they represent to allow selecting the
> most optimal inverse calculation function. (E.g. think of cases like
> glTranslatef (x,y,z), the inverse is dead simple.)

To be sure I'm understanding correctly, you are saying that if we
always send GL a LoadMatrix instead of say Translate, then the mesa
code has to "analyze from scratch" to get the inverse and other
properties, while if we send Translate it knows a lot to start with?

(Somewhat frustratingly, because my patch just has the Mesa code in
it, so we have exactly what Mesa computes already on cogl side!)

I mentioned a theory like this last night on the bug; it's probably
pretty easy to send Mesa a Translate instead of a LoadMatrix for
example at least for many common cases.

Havoc
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