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Re: [Public WebGL] Ambiguity and Non-deterministicness in the WebGL Spec
- To: Mark Callow <firstname.lastname@example.org>
- Subject: Re: [Public WebGL] Ambiguity and Non-deterministicness in the WebGL Spec
- From: Cedric Vivier <email@example.com>
- Date: Mon, 13 Dec 2010 11:24:28 +0800
- Cc: "Gregg Tavares (wrk)" <firstname.lastname@example.org>, public webgl <email@example.com>
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On Mon, Dec 13, 2010 at 10:53, Mark Callow <email@example.com> wrote:
> As I pointed out in a previous e-mail not all applications use glClear()
> because their other rendering will fill the entire buffer. In those cases
> following the above is overhead that cannot be optimized away. When I was at
> SGI, we used to go to enormous lengths to make sure the clear operation was
> fast because it has an enormous effect on the overall frame-rate. It feels
> really painful to be introducing extra clears.
> I also don't quite understand this part
Same here, also aren't we going towards exposing a
presentFramebuffer() or equivalent?
The paragraph defining how/when the drawing buffer is presented is
confusing at best imho.
When does the compositing happens exactly? Does it always happen right
Granted a "present()" would probably have to be asynchronous
internally, it provides a very clear definition of frame presentation
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