Render Stability: Difference between revisions
Jump to navigation
Jump to search
Ramzi Linden (talk | contribs) New page: Category:Linden Lab Projects = Objectives = * Abstract all OpenGL usage so that SecondLife can be easily ported to another renderer ** e.g. DirectX * Abstract OpenGL calls so that sta... |
Rand Linden (talk | contribs) No edit summary |
||
| (2 intermediate revisions by one other user not shown) | |||
| Line 1: | Line 1: | ||
{{Archive}} | |||
= Objectives = | = Objectives = | ||
* Abstract all OpenGL usage so that SecondLife can be easily ported to another renderer | * Intermediate goal: Abstract OpenGL calls so that state can be tracked for the purpose of isolating GL driver bugs | ||
* Ultimate goal: Abstract all OpenGL usage so that SecondLife can be easily ported to another renderer (e.g. DirectX) | |||
= See Also = | = See Also = | ||
| Line 12: | Line 11: | ||
= Tasks = | = Tasks = | ||
== GL Cleanup == | == GL Cleanup == | ||
* | * Reduce the number of places the viewer makes calls to OpenGL so that markers can be set before each call | ||
** Then, if the viewer crashes even without generating a call stack, the marker value is returned, helping to isolate where the crash occurred | |||
== GL Abstraction == | == GL Abstraction == | ||
Latest revision as of 11:38, 5 May 2011
![]() |
This article is obsolete, but kept as a historical record. Do not rely on this information in any way. However, it may be used in the future, so please do not delete or modify. |
Objectives
- Intermediate goal: Abstract OpenGL calls so that state can be tracked for the purpose of isolating GL driver bugs
- Ultimate goal: Abstract all OpenGL usage so that SecondLife can be easily ported to another renderer (e.g. DirectX)
See Also
Tasks
GL Cleanup
- Reduce the number of places the viewer makes calls to OpenGL so that markers can be set before each call
- Then, if the viewer crashes even without generating a call stack, the marker value is returned, helping to isolate where the crash occurred
GL Abstraction
- Complete LLVertexBuffer abstraction
- Material abstraction
- shader and texture setup
- Vertex Buffer Auditing
- Minimize LLGLState Calls
