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Yet another OpenGL renderer #44
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Of course I won't be able to do this overnight because that's quite a bit to go through, I bet this is going to be three times as hard as cairo is simply due to OpenGL's inherit complexity. |
For those interested the development and testing of this will be in unstable and ONLY when it works (or most of these things are completed) would it be merged into master. |
Related #14 describes my previous attempts/struggles of choosing an ideal system for something flexible enough as this visualizer. |
Still deciding whether a combined draw would happen (as this is a billion times faster than drawing on separate occasions), but then again, I'm reusing the same framebuffer so it shouldn't be that bad, I believe. But yeah, this greatly diminishes the massively parallel design of GPUs and may end up being a gigantic bottleneck, we'll see. |
The reason why I'm avoiding merging everything into a single draw call is the sheer complexity of the variables involved and also means that ONLY ONE shader may be used, which GREATLY limits the flexibility of the system and increases it's complexity/break-ability. |
also no regions as that would be just a waste on time on GPU's to do anyway |
status update:
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wayland + EGL is borked for some strange reason on the first run, considering a reset hack :) |
This is partly motivated by seeing how much I like the cairo system that I built. Unfortunately it's cairo, which means that the rendering is quite slow for something as intense as a visualizer. The current system, while more flexible than the last ones, is nothing in comparison to what cairo achieves.
My idea is the following:
xava main -> platform native window -> OpenGL main handle (via GLEW or EGL) -> OpenGL modules (emphasis on the s)
Implemented like this:
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