Re: using OpenGL to implement a window manager
Keith Packard <[email protected]> Fri, 23 Apr 2004 19:49:20 -0700
| Newsgroups | gmane.comp.video.mesa3d.devel,gmane.comp.freedesktop.xserver |
|---|---|
| Message-ID | <[email protected]> |
Around 19 o'clock on Apr 23, Jon Smirl wrote: > Another plus or minus. If transparency is not involved some of the cases can > paint straight into the display buffer without the need for an intermediate > pbuffer. That will lower the VRAM pressure for things like xterm windows. Transparency is only one of the many features gained by drawing window contents off-screen. Of more common importance is the lack of visible exposure damage when moving windows around, and the (possibilty of) synchronized frame/window content updates when resizing windows. Both of these improve the "feel" of the window environment without affecting the actual display at all. In a transformed environment, the boundary pixels of the window will need to be composited with the underlying image (or windows); partial pixel coverage being equivalent to translucency, after all. Even if the application window pixel contents account for the full transformation, we'll still generally want to paint them off-screen and blend them into place. I suggest that any system capable of presenting a transformed desktop in real-time likely has sufficient video memory (or AGP space) to store enough window contents for a reasonable display. One nice thing about making all of these architectural controls external to the window system is that you can still just turn them off and get back to the classic (if somewhat grotty looking) clipping-based composition model. -keith
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