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Re: GAL layer question
I wanted to keep the selection highlight shadows uncached, but they need to go above the device backgrounds and sheet backgrounds.
I can go ahead and put them in cached. (I just need to add some code to redraw them when the zoom level changes.)
> On 7 Aug 2019, at 13:24, Maciej Suminski <maciej.suminski@xxxxxxx> wrote:
> Hi Jeff,
> I am afraid it is not possible. We use two framebuffers for rendering:
> the cached one keeps in the video memory vertices that are not likely to
> change in the near future, the non-cached is for vertices that are
> modified (e.g. dragged tracks) and are send to the GPU every frame.
> To boost the performance even further, the framebuffers take advantage
> of composition. The framebuffers are rendered to textures, then they are
> blitted on the screen: first cached, then non-cached. Thanks to that,
> the cached framebuffer might be reused for many frames when only
> non-cached items are updated, but the drawback is that one cannot
> interleave the rendering order.
> Is there a particular problem you are trying to solve? Perhaps it can be
> implemented in another way.
> On 8/3/19 11:09 PM, Jeff Young wrote:
>> How do I interleave a GAL non-cached layer with cached layers?
>> The selection shadow is currently non-cached, but because of that is always drawn behind device fills. Is there a way to put it between LAYER_DEVICE and LAYER_DEVICE_BACKGROUND (both of which are cached in OpenGL)?
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