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[Gnash-dev] renderer cache management (was: Questions about trapezoids,


From: strk
Subject: [Gnash-dev] renderer cache management (was: Questions about trapezoids, triangle stripper etc.)
Date: Mon, 2 Oct 2006 12:56:13 +0200

On Mon, Oct 02, 2006 at 11:07:26AM +0200, Udo Giacomozzi wrote:

> >>   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.

I'm really thinking about just forget the render/parser split
all togheter. After all registering a renderer before parsing
shouldn't be such a big issue... we'd just need to clearly document
this need.

> 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++)?

As I said, that seems to not be a problem anymore.

--strk;




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