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Made naming of parameters controlling GL buffer settings more consistent
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@@ -77,16 +77,6 @@ public abstract class PGL {
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protected static boolean USE_DIRECT_BUFFERS = true;
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protected static int MIN_DIRECT_BUFFER_SIZE = 1;
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/** Controls the use of buffer object streaming. In combination with use direct buffers,
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* the only advantage of enabling it in immediate mode would be to reduce memory footprint
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* since the direct vertex buffers would not be allocated, simply mapped from the OpenGL
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* objects and thus only the vertex arrays would be created.
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* In the case of the retained mode (PShape), memory footprint would be reduced (for the same
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* reason) but it may enable some speed ups when editing a geometry in within a being/end
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* tessellation update block. */
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static public boolean USE_BUFFER_OBJECT_STREAMING_IN_IMMEDIATE_MODE = false;
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static public boolean USE_BUFFER_OBJECT_STREAMING_IN_RETAINED_MODE = true;
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/** Enables/disables mipmap use. */
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protected static boolean MIPMAPS_ENABLED = true;
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@@ -139,15 +129,33 @@ public abstract class PGL {
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// ........................................................
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// These variables are left public so advanced users can experiment with different
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// usage modes and access policies controlling the buffer data store:
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// These parameters are left public so advanced users can experiment with different
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// configurations of buffer object streaming, buffer usage modes and access policies.
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// https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBufferData.xhtml
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static public int glUsageRetained;
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static public int glUsageImmediate;
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/** Controls the use of buffer object streaming:
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* https://www.khronos.org/opengl/wiki/Buffer_Object_Streaming
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* In combination with use direct buffers,
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* the only advantage of enabling it in immediate mode would be to reduce memory footprint
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* since the direct vertex buffers would not be allocated, simply mapped from the OpenGL
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* objects and thus only the vertex arrays would be created.
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* In the case of the retained mode (PShape), memory footprint would be reduced (for the same
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* reason) but it may enable some speed-ups when editing a geometry in within a being/end
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* tessellation update block. */
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static public boolean bufferStreamingImmediate = false;
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static public boolean bufferStreamingRetained = true;
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// https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glMapBuffer.xhtml
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static public int glBufferAccess;
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/** Controls the usage of the buffer data store:
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* https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBufferData.xhtml
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* Supported options include STATIC_DRAW, DYNAMIC_DRAW, STREAM_DRAW, and STREAM_READ.
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*/
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static public int bufferUsageRetained;
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static public int bufferUsageImmediate;
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/** Controls the access to the mapped buffer object's data store (when using buffer streaming).
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* https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glMapBuffer.xhtml
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* Supported options are READ_ONLY, WRITE_ONLY, and READ_WRITE.
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*/
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static public int bufferMapAccess;
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// ........................................................
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