--- Michael Dreesen <[EMAIL PROTECTED]> wrote:
> window compositing is working.
> 
> Only one gl context is used for the window system's drawing.  Clients 
> draw into the back buffer.  When a client wants to draw to a window, the 
> server checks to see if that window's back texture is already on the 
> back buffer (each window has two textures, front & back, the front 
> texture is what is displayed).  If that window is not the current owner 
> of the back buffer, a swap may occur.  If there is a valid window on the 
> back buffer it's contents are read out using glCopyTexSubimage.  The 
> window that requested drawing has it's back texture drawn to the back 
> buffer with a simple textured GLQUAD, now the graphics operations may 
> take place.  When a client calls the Update function for a window, the 
> window hierarchy's front textures are composited up, and at the top 
> level the front texture for each client's toplevel window is drawn as a 
> textured GLQUAD, a glxSwapBuffers is then called.

Do you have an ATI card? The ATI proprietary driver has pbuffers implemented.
pbuffers would let you avoid a lot of the swapping. If you run out of room for
pbuffers you could go back to swapping.

> I'm using freetype 2.0.  The server does glyph caching for each bitmap 
> generated by freetype, for each face.  Characters are drawn by using the 
>   256 level grayscale bitmap to modulate the alpha channel of the 
> current drawing color.

Would it be better to use xfs to cache the fonts?



=====
Jon Smirl
[EMAIL PROTECTED]

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