updated Pixmap vs. XImage info
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@ -70,17 +70,26 @@ Here are some examples:
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<H2>Double Buffering</H2>
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<H2>Double Buffering</H2>
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<p>
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<p>
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Mesa can use either an X Pixmap or XImage as the backbuffer when in
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Mesa can use either an X Pixmap or XImage as the back color buffer when in
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double buffer mode. Using GLX, the default is to use an XImage. The
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double-buffer mode.
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<b>MESA_BACK_BUFFER</b> environment variable can override this. The valid
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The default is to use an XImage.
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values for <b>MESA_BACK_BUFFER</b> are: <b>Pixmap</b> and <b>XImage</b>
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The <b>MESA_BACK_BUFFER</b> environment variable can override this.
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(only the first letter is checked, case doesn't matter).
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The valid values for <b>MESA_BACK_BUFFER</b> are: <b>Pixmap</b> and
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<b>XImage</b> (only the first letter is checked, case doesn't matter).
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</p>
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</p>
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<p>
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<p>
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A pixmap is faster when drawing simple lines and polygons while an
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Using XImage is almost always faster than a Pixmap since it resides in
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XImage is faster when Mesa has to do pixel-by-pixel rendering. If you
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the application's address space.
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need depth buffering the XImage will almost surely be faster.
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When glXSwapBuffers() is called, XPutImage() or XShmPutImage() is used
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to transfer the XImage to the on-screen window.
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</p>
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<p>
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A Pixmap may be faster when doing remote rendering of a simple scene.
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Some OpenGL features will be very slow with a Pixmap (for example, blending
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will require a round-trip message for pixel readback.)
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</p>
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<p>
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Experiment with the MESA_BACK_BUFFER variable to see which is faster
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Experiment with the MESA_BACK_BUFFER variable to see which is faster
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for your application.
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for your application.
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</p>
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</p>
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