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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Very slow performance when rendering scenes with transparency, probably caused by excessive copying (intel_miptree_map())"
href="https://bugs.freedesktop.org/show_bug.cgi?id=101592#c6">Comment # 6</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Very slow performance when rendering scenes with transparency, probably caused by excessive copying (intel_miptree_map())"
href="https://bugs.freedesktop.org/show_bug.cgi?id=101592">bug 101592</a>
from <span class="vcard"><a class="email" href="mailto:lemody@gmail.com" title="Tapani Pälli <lemody@gmail.com>"> <span class="fn">Tapani Pälli</span></a>
</span></b>
<pre>(In reply to Steve Holland from <a href="show_bug.cgi?id=101592#c5">comment #5</a>)
<span class="quote">> It seems like for every character rendered the driver is copying the entire
> window image back and forth, mipmapping and unmapping the entire window. Not
> at all sure why it is necessary. But I understand the API is rather
> obsolete. </span >
FWIW I don't think the whole content is copied but as glBitmap() gets called
per character basis (which the API forces) it causes a lot of map/unmap of the
buffer per each frame where we need to copy those bitmaps in.
<span class="quote">> Really the the sensible destination for improvement effort would be
> freeglut, no? I think GLUT is still a very widely used API.</span >
GLUT could be still used but IMO text rendering should be implemented by the
app itself and not rely on glutBitmapCharacter(). There are many
tutorials/examples (and actually even ready helper libraries) in the web how to
get started.</pre>
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