Re: [AD] Conserving OpenGL FBOs

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On Wed, 2011-03-02 at 14:39 -0600, Trent Gamblin wrote:
> I've got a patch that is supposed to use fbos from a pool (of 8 right
> now). I don't get any slowdown in ex_bitmap_target, and my game, which
> was getting an X error about out of resources, is working now... so I
> think this patch is at least partially right. I'd like to have someone
> review it if possible before I commit it though. It's attached. Would
> appreciate any comments.

Elias already kindly had a look at the patch, and suggested that the old
fbo could be deleted before the new one is created. The new patch does
this but is otherwise the same. So now no more than
ALLEGRO_MAX_OPENGL_FBOS will be used (with the first patch it was
ALLEGRO_MAX_OPENGL_FBOS+1).

Trent





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