On 07/08/2019 19:45, Jeff Young wrote:
> Hi Orson,
> 
> I wanted to keep the selection highlight shadows uncached, but they need to 
> go above the device backgrounds and sheet backgrounds.
> 
> I can go ahead and put them in cached.  (I just need to add some code to 
> redraw them when the zoom level changes.)
>
Hi Jeff,

IIRC selected items are never cached in GAL, at least in pcbnew (select
moves them to m_selection which is a non-cached VIEW_GROUP).

Cheers,
Tom

> 
> Cheers,
> Jeff.
> 
>> On 7 Aug 2019, at 13:24, Maciej Suminski <maciej.sumin...@cern.ch> wrote:
>>
>> Hi Jeff,
>>
>> I am afraid it is not possible. We use two framebuffers for rendering:
>> the cached one keeps in the video memory vertices that are not likely to
>> change in the near future, the non-cached is for vertices that are
>> modified (e.g. dragged tracks) and are send to the GPU every frame.
>>
>> To boost the performance even further, the framebuffers take advantage
>> of composition. The framebuffers are rendered to textures, then they are
>> blitted on the screen: first cached, then non-cached. Thanks to that,
>> the cached framebuffer might be reused for many frames when only
>> non-cached items are updated, but the drawback is that one cannot
>> interleave the rendering order.
>>
>> Is there a particular problem you are trying to solve? Perhaps it can be
>> implemented in another way.
>>
>> Cheers,
>> Orson
>>
>> On 8/3/19 11:09 PM, Jeff Young wrote:
>>> How do I interleave a GAL non-cached layer with cached layers?
>>>
>>> The selection shadow is currently non-cached, but because of that is always 
>>> drawn behind device fills.  Is there a way to put it between LAYER_DEVICE 
>>> and LAYER_DEVICE_BACKGROUND (both of which are cached in OpenGL)?
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