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Re: [E-devel] Evas GL engine patch
Quoting "email@example.com" <firstname.lastname@example.org>:
> > In fact, the problem is that when you create/resize a window,
> > _evas_gl_common_viewport_set() is called, and this function changes
> > the GL viewport and the view matrices. The thing is, these changes
> > affect all the windows, not only the created/resized window. A way
> > to fix that would be to call _evas_gl_common_viewport_set() each
> > time a window is rendered, before the rendering process begins
> > (at the start of the function evas_render_updates_internal() for
> > example). Only thing, I can't see a function that is called at the
> > start of the rendering process in the engine API (something like
> > pre_render()).
> > I've written a small patch that calls _evas_gl_common_viewport_set()
> > in the eng_output_redraws_rect_add() method of the gl_x11 engine
> > (because this method is called at the start of the rendering process)
> > just as a proof that it could fix the bug, but this is definitely
> > not the place to put this code. The patch is attached.
> > Please tell me what you think.
> > Cheers,
> > Simon TRENY <MoOm>
> I've never been able to actually use the evas gl engine due
> to something about my glx setup which is mysterious to me (and which
> I don't have the patience to try and resolve). On top of that, the
> OpenGl lib is something I have no familiarity with at all, so I can't
> tell you much of anything myself.
> One thing though.. If one needs to have the 'viewport' and
> 'view matrices' set for each rendering pass, then I would say that
> this should maybe be done per obj, ie. in the internal engine render
> functions of each object... ?? Or does this only affect the way the
> gl render buffer gets 'put' on the screen?
Yes, changing the GL viewport only affects the place where the whole scene is
rendered in the window. You can for example create two viewports if you want to
split the screen in 2 parts, like in multiplayer games on game consoles.
> However, something like an engine level 'pre-render' function
> seems potentially useful.. I believe that raster has mentioned this
> somewhere as well.
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