On Fri, 25 Mar 2011 15:46:41 +0900 "Sung W. Park" <[email protected]> said:
> oh great! I guess you finally got around to it =) yeah... today is "catch up" day :) > On Fri, Mar 25, 2011 at 1:57 PM, Carsten Haitzler <[email protected]>wrote: > > > On Mon, 14 Mar 2011 10:49:10 +0900 "Sung W. Park" <[email protected]> > > said: > > > > > Ah, i see that you finally had a chance to go through your email piles =) > > > welcome back! > > > > and now... another email pile is being conquered... i hope :) > > > > > > gl_x11_evas_engine.patch: > > > > surprisingly... i have very little to grumble about. the only thing is > > the > > > > hash > > > > thing where you comments "i didn't think it was necessary...". as such > > you > > > > can > > > > get away with not doing it until you try and duplicate the same texture > > in > > > > multiple image objects. the compositor does this - or can do it (and it > > is > > > > used > > > > for some effects like exposee). this means it will share the same gl > > image > > > > wrapper struct etc. etc. which saves some resources. > > > > > > > > what you need to do here is put the image in a hash - like the one that > > > > uses > > > > pixmap id, but here using texture id. so u'll need another native_hash > > so > > > > that > > > > id's dont clash (tex id vs pixmap id) and then put it in there and take > > it > > > > out > > > > of it just like the native_hash stuff is done for pixmap id's. :) > > > > > > my thoughts were that it wouldn't be a big overhead to just create new > > image > > > objects > > > for each texture reference but you're right in that it does save > > resources > > > if you reference them. > > > > > > by the way, is there a good way to create a unique ID that i can use for > > > hashing? > > > since pixmap IDs are globally unique, it's good to use it as hash keys > > but I > > > think using > > > texture IDs would be a bad idea since it's context specific. any > > thoughts > > > on that? > > > > hmmm as such there HAS to be a unique Id for evas's gl context anyway... > > and > > that text id will have to be unique as otherwise evas's context cant > > identify > > one texture from another... so this id is.. sufficient... is it not? :) > > > > Yes i've realized that and wrote a response in another email. I've handled > it in the patch > that I last sent. was walking my mails... saw it later :) > > > > now as for target GL_TEXTURE_2D ... vs what? > > GL_TEXTURE_RECTANGLE_NV/ARB > > > > etc.? > > > > i'm not sure that's entirely wise? 1D and 3D textures would need proper > > > > handling then too. also rectangle textures are subject to a different > > > > coordinate space (in pixels vs 0.0 -> 1.0). right now the gl engine > > core > > > > doesn't use/handle these at all actually. i'm not entirely sure we need > > > > to/should as rectangle textures come with a whole bunch of > > > > gotchas/limitations, > > > > and there are standard npot textures around anyway. :) i'm not really > > sure > > > > any > > > > client would need/want to do this? > > > > > > the thought of having texture target came after seeing #ifdef > > > GL_TEXTURE_RECTANGLE_ARB > > > in the code. If you tell the user that > > evas_object_image_native_surface_set > > > only > > > supports GL_TEXTURE_2D then I guess not having it would be fine. > > > > well that';s kind of "codd i might have implemented, but in reality it > > means > > dealing in 0.0->1.0 coords vs 0->N coords, and as its not universal, we > > need to > > do both.. and anyone that seems to do rectangle textures these days also > > handles npot textures. if they only do pow2 they seem to avoid rectangle > > textures"... so... i don't expect rect textures to be used... your > > thoughts? > > I think it's fine. rect textures are nice to use for multi-pass rendering > in my > opinion but, i think it's ok to assume regular texture 2D for now? i'd say so. :) > > > > so if you can fix the hash thing... that'd be good. the yinvert patch > > is > > > > already in svn, so just send an update on the other stuff as above :) > > > > > > > > > > > I'll do that once I get your response about the hash id. > > > > above :) > > the last patch that i sent already has the above fixes so i'll apply the > other suggestions/comments that you have from the other email responses > before i send an updated patch. yeah. do that :) -- ------------- Codito, ergo sum - "I code, therefore I am" -------------- The Rasterman (Carsten Haitzler) [email protected] ------------------------------------------------------------------------------ Enable your software for Intel(R) Active Management Technology to meet the growing manageability and security demands of your customers. Businesses are taking advantage of Intel(R) vPro (TM) technology - will your software be a part of the solution? Download the Intel(R) Manageability Checker today! http://p.sf.net/sfu/intel-dev2devmar _______________________________________________ enlightenment-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/enlightenment-devel
