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Re: GAL layer question

 

Yes, that’s another option.  Eeschema doesn’t currently hide selected objects and create clones in the preview, but it could.

Cheers,
Jeff.


> On 7 Aug 2019, at 23:15, Tomasz Wlostowski <tomasz.wlostowski@xxxxxxx> wrote:
> 
> On 07/08/2019 19:45, Jeff Young wrote:
>> Hi Orson,
>> 
>> 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.)
>> 
> Hi Jeff,
> 
> IIRC selected items are never cached in GAL, at least in pcbnew (select
> moves them to m_selection which is a non-cached VIEW_GROUP).
> 
> Cheers,
> Tom
> 
>> 
>> Cheers,
>> Jeff.
>> 
>>> 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.
>>> 
>>> Cheers,
>>> Orson
>>> 
>>> 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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>>> 
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>> 
>> 
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> 



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