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author | Sven Gothel <[email protected]> | 2014-02-24 13:32:34 +0100 |
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committer | Sven Gothel <[email protected]> | 2014-02-24 13:32:34 +0100 |
commit | c3621221b9a563495b4f54fe60e18e8db8cc57fb (patch) | |
tree | 00aded20f3582e517372c12f58e19d3524582099 /src/test-native/mesa-demos-patched/eglut | |
parent | f69df875d0b9f969a816d143ed589b25e50cd9e7 (diff) |
Bug 802: Graph TextRenderer Performance Part-1 (incomplete, rendering artifacts)
Strategy Change:
- Font.Glyph itself holds it's OutlineShape
with it's default scaling.
Triangulation is done only once per glyph!
- A CharSequence produces a Region
by translating and scaling each Glyphs's OutlineShape.
This removes the need for re-triangulate - see above.
See: TextRendererUtil
- The indices of re-added Triangles are
offset to the new vertices (FIXME, seems not be be accurate yet).
- OutlineShape's vertices and triangles are reused if 'clean'.
- Simplified code
- Reduced copies
API Changes:
- OutlineShape, Region, ...: See above
- Removed TextRenderer, GlyphShape and GlyphString: Redundant
- Added TextRendererUtil to produce the Region from CharSequence
Result:
- Over 600 fps while changing text for each frame.
Previously only ~60fps max.
TODO:
- Region shall not hold the triangles itself,
but the indices instead.
This will remove the need to swizzle w/ vertices in the Region Renderer impl
and easies reusage of OutlineShapes.
Diffstat (limited to 'src/test-native/mesa-demos-patched/eglut')
0 files changed, 0 insertions, 0 deletions