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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 11:07:26 +0200

Hello strk,

Monday, October 2, 2006, 10:46:07 AM, you wrote:
s> mm... what about keeping a placeholder in the parser and replace it
s> with the transformed one when the renderer needs so ?

Ok, that's similar to what I said before:

>>   The renderer could instruct the character definition to remove the
>>   original RGB(A) buffer, but I don't like this at all.

It would be a solution, but I'm not very convinced about it. For
example, a renderer could convert the bitmap to a 16 bpp or grayscale
buffer if that makes sense. However, when the bitmap is not used early
(or not used at all) the full RGB(A) buffer is kept in memory..

I'm just thinking about some map movies with images of about some
megapixels we used. With such movies memory is an issue.

s> Initially this was a threading issue, as the opengl backend would use
s> threads and those were messing the the loading/playing threads layout.

What about semaphores / spinlocks / critical sections (whatever
they're called in C++)?


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