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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;
- Re: [Gnash-dev] Re: Text quality, (continued)
- Re: [Gnash-dev] Re: Text quality, Udo Giacomozzi, 2006/10/03
- [Gnash-dev] Re: Text quality (was: Questions about trapezoids, triangle stripper etc.), strk, 2006/10/02
- [Gnash-dev] Re: Text quality, Rob Savoye, 2006/10/02
- Re: [Gnash-dev] Re: Text quality, Udo Giacomozzi, 2006/10/02
- Re: [Gnash-dev] Re: Text quality, strk, 2006/10/02
- Re[2]: [Gnash-dev] Questions about trapezoids, triangle stripper etc., Udo Giacomozzi, 2006/10/02
- Re: [Gnash-dev] Questions about trapezoids, triangle stripper etc., strk, 2006/10/02
Re[2]: [Gnash-dev] Questions about trapezoids, triangle stripper etc., Udo Giacomozzi, 2006/10/02