On 02/08/2016 06:25 PM, Ian Romanick wrote:
On 02/08/2016 05:06 PM, Brian Paul wrote:
When glCallLists() is compiled into a display list, preserve the call
as a single glCallLists rather than 'n' glCallList calls.  This will
matter for an upcoming display list optimization project.

I think this code is generally better than what was here before, but
reading that last sentence made me die inside just a little. :)

Yeah, I know what you mean. But legacy GL apps will be with us for a long time and here at VMware we find people are very interested in running legacy apps on legacy OSes in VMs.

In this particular case, we have an app that makes quite a few calls to glCallLists() to render GLbitmap text. I'm working on a texture atlas optimization which puts all the glBitmap glyphs into a texture so we can render glCallLists() text by drawing textured quads. This greatly reduces texture uploads and gives us a worthwhile speed-up. The code's nearly done. Just working on some last details...

-Brian

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