Yes please for some documentation. And the way that Prism renderer fails: for example if you supply an OpenGL or D3D texture > max GPU texture size is difficult to deal with.
There should be a set of catchable Prism Renderer errors. On 2 April 2018 at 13:00, <[email protected]> wrote: > Send openjfx-dev mailing list submissions to > [email protected] > > To subscribe or unsubscribe via the World Wide Web, visit > http://mail.openjdk.java.net/mailman/listinfo/openjfx-dev > or, via email, send a message with subject or body 'help' to > [email protected] > > You can reach the person managing the list at > [email protected] > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of openjfx-dev digest..." > > > Today's Topics: > > 1. Prism documentation (Nir Lisker) > > > ---------------------------------------------------------------------- > > Message: 1 > Date: Mon, 2 Apr 2018 12:52:56 +0300 > From: Nir Lisker <[email protected]> > To: Kevin Rushforth <[email protected]> > Cc: "[email protected] Mailing" > <[email protected]> > Subject: Prism documentation > Message-ID: > <CA+0ynh_x+wdMfZSkrodbm0-SmWcqjuBgL59WkYMRnoje1r7XTw@ > mail.gmail.com> > Content-Type: text/plain; charset="UTF-8" > > Hi Kevin, > > Since Prism is only used internally it has no publicly available > documentation (none that I could fine). I was wondering if there are any > design materials or writeups that exist internally and can be released for > development purpose. > > Specifically, I was looking at the d3d pipeline was was baffled by the use > of self-defined classes (like D3DLight) when d3d already offers classes > with these classes (D3DLight9). > > - Nir > > > End of openjfx-dev Digest, Vol 77, Issue 1 > ****************************************** >
