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Re[2]: [Gnash-dev] Questions about trapezoids, triangle stripper etc.

From: Udo Giacomozzi
Subject: Re[2]: [Gnash-dev] Questions about trapezoids, triangle stripper etc.
Date: Mon, 2 Oct 2006 10:02:26 +0200

Hello strk,

Wednesday, September 27, 2006, 2:50:43 PM, you wrote:
s> Agree, let's pass some render-agnostic data to the renderers, not
s> important to pass instances atm, just whatever is appropriate, but
s> NOT requiring calls to the renderer during parsing.

I see a problem now. When loading bitmaps, a method
(create_bitmap_info_rgb) in the render handler is called which must
convert the RGB(A) buffer to some data structure the render can work
with when drawing. Probably that method is called during parsing.

Now, we *could* rewrite the code so that the bitmap is not
pre-initialized and so that the renderer must use some sort of cache
for the bitmap that gets initialized once. For example, calling itself
create_bitmap_info_rgb() the first the the bitmap is required.

However, this has two problems:
- we waste memory since the original RGB(A) buffer is kept in memory
  (add the cache and you need apx. twice the memory). Bitmaps use
  *lots* of memory!
  The renderer could instruct the character definition to remove the
  original RGB(A) buffer, but I don't like this at all.
- conversion is done at play time, which may slow down the playback at
  single frames

What's the problem with calling some renderer methods at during
parsing, anyway?


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