On Mon, Dec 31, 2012 at 1:37 PM, David Seikel <onef...@gmail.com> wrote:
> On Mon, 31 Dec 2012 12:50:04 +0900 Cedric BAIL <cedric.b...@free.fr>
> wrote:
>
>> On Mon, Dec 31, 2012 at 12:25 PM, David Seikel <onef...@gmail.com>
>> wrote:
>> > At the moment I'm looking at using an animator to call the Irrlicht
>> > rendering calls at the EFL frame rate.  Irrlicht does it's own
>> > make-current at this time, buried deep in it's rendering
>> > functions.  If I remember, EFL callbacks are guaranteed to be
>> > called in the main thread, so that you can safely call other EFL
>> > functions and not worry about thread safety.  Certainly it will be
>> > important to call the Irrlicht render functions on the same thread
>> > that called it's init functions, which will most likely be the main
>> > thread.
>>
>> Not really relevant to this thread, but you should just add an
>> animator that do call evas_object_image_pixels_dirty_set on the
>> Evas_Object_Image and make all Irrlicht handle in the callback set
>> with evas_object_image_pixels_get_callback_set.
>
> It is relevant, the thread started talking about how async render
> impacts EvasGL usage.  My concerns will be the concerns of anyone
> trying to use some random 3D rendering library package with EFL.  EFL
> really only does 2D, it has no good support for 3D apps, it needs a
> decent 3D render engine.  That's why I'm trying to get EFL and Irrlicht
> to work well together.  I think Irrlicht is a good match for EFL.  But
> my concern is not Irrlicht specific, it's a general concern for other
> people using 3D libraries as well.  Or even heavy GL users.

No, your concern were totally relevant, just my remark was not really
relevant to the rest of the thread :-)

> I'll try that when I next get time to play with it.

Yep, let me know.

> I think that still leaves the problem of the non render calls now
> likely to be in the wrong thread.  Setup stuff is likely to be done in
> the main thread.  General tweakage of 3D engine stuff is likely done
> outside of the render callback.  For example, your game decides it's
> time to add some new 3D object, that decision is likely not done in the
> render callback.  This sort of thing should be well documented, and
> good examples of how to deal with async EvasGL rendering, third
> party GL libraries, and heavy GL usage.

Indeed.

> Hmm, this might be why the ELM GL examples are now broken, which
> means "told you so".  :-P

They work for me with GL backend, but not with the software backend.
--
Cedric BAIL

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