Changes between Version 10 and Version 11 of CoordinatedGraphicsSystem
- Timestamp:
- Aug 3, 2012 1:54:09 PM (12 years ago)
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CoordinatedGraphicsSystem
v10 v11 202 202 == Comments == 203 203 204 Would be great with more infomation about how vsync and triple buffering fits into all of this (http://hardforum.com/showthread.php?t=928593)204 Q: Would be great with more infomation about how vsync and triple buffering fits into all of this (http://hardforum.com/showthread.php?t=928593) 205 205 206 206 NR: Vsync/triple-buffering is done in the driver/QtScenegraph level. Added a comment. 207 207 208 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. 208 FOLLOW-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. 209 210 Q: 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. 209 211 210 212 NR: TextureMapper is a drawing context, TextureMapperLayer is a scenegraph. Updated. 211 213 212 Can UpdateAtlas be used with canvas like in http://dev.dorothybrowser.com/?p=163 ?214 Q: Can UpdateAtlas be used with canvas like in http://dev.dorothybrowser.com/?p=163 ? 213 215 214 216 NR: 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 :)