Changes between Version 10 and Version 11 of CoordinatedGraphicsSystem


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Timestamp:
Aug 3, 2012 1:54:09 PM (12 years ago)
Author:
kenneth@webkit.org
Comment:

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  • CoordinatedGraphicsSystem

    v10 v11  
    202202== Comments ==
    203203
    204 Would be great with more infomation about how vsync and triple buffering fits into all of this (http://hardforum.com/showthread.php?t=928593)
     204Q: Would be great with more infomation about how vsync and triple buffering fits into all of this (http://hardforum.com/showthread.php?t=928593)
    205205
    206206NR: Vsync/triple-buffering is done in the driver/QtScenegraph level. Added a comment.
    207207
    208 It is not so clear how TextureMapper and TextureMapperLayer etc fits together. Like it sounds as TextureMapper is a scene-graph and also a drawing context. Maybe this could be a bit more clear.
     208FOLLOW-UP: How does that work in practice? When the driver vsyncs we draw (or swap buffers => blit) on each sync. If we are not ready (no new back-buffer), we will paint the old front-buffer and ending up with a frame rate of vsync/N, where N is some positive number. Triple buffering fixes this. But if we are just a node in the QtSceneGraph which draws (swap => blit) on vsync, I don't see how we become triple buffered.
     209
     210Q: It is not so clear how TextureMapper and TextureMapperLayer etc fits together. Like it sounds as TextureMapper is a scene-graph and also a drawing context. Maybe this could be a bit more clear.
    209211
    210212NR: TextureMapper is a drawing context, TextureMapperLayer is a scenegraph. Updated.
    211213
    212 Can UpdateAtlas be used with canvas like in http://dev.dorothybrowser.com/?p=163 ?
     214Q: Can UpdateAtlas be used with canvas like in http://dev.dorothybrowser.com/?p=163 ?
    213215
    214216NR: yes, we can use a texture atlas for accelerated 2D canvas. However, accelerated 2D canvas is not yet supported and not discussed in this document :)