On Feb 24, 2012, at 4:05 AM, Igor Stasenko wrote:

> 
> Anyways, i don't like the fact that it copying the rendered stuff from
> video memory back to main memory,
> and then copying stuff back to video memory (but this time by morphic + VM).
> But this was a cheap way to get demo working and morphic integration.
> 
> If i would be making app which using opengl for rendering, i would
> never copy things like that,
> because it just a waste of cycles causing a big impact to frame rate.
> What works for demo, is not really applicable in serious application.  :)
> In serious app, i'd rather copy morphic Display form into separate
> texture and then render it along with other  stuff, which is already
> in video memory.
> But this approach needs more time investments, which currently i don't
> have, and actually heavily depends
> on what you want from your app.

I think you'd have to ditch the idea of rendering the Display bitmap entirely, 
if you want to write GL windows to screen directly.
Otherwise, you would _never_ get compositing correct, think translucent morphs 
on top of the GL window for example.

As such, you'd need to rewrite the entire compositing window manager using GL 
buffers, and only as a side-effect flush the rendering results to a Display 
there for purely backwards-compatability reasons.

Cheers,
Henry

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