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mutter-performance-source/clutter/glx
Robert Bragg 19b8622983 Optimize culling by doing culling in eye-coordinates
This implements a variation of frustum culling whereby we convert screen
space clip rectangles into eye space mini-frustums so that we don't have
to repeatedly transform actor paint-volumes all the way into screen
coordinates to perform culling, we just have to apply the modelview
transform and then determine each points distance from the planes that
make up the clip frustum.

By avoiding the projective transform, perspective divide and viewport
scale for each point culled this makes culling much cheaper.
2011-03-07 13:26:20 +00:00
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clutter-backend-glx.c glx: Use g_set_error_literal() where appropriate 2011-03-04 23:58:12 +00:00
clutter-backend-glx.h Hide internal glx and egl(x) backend symbols. 2010-08-23 11:49:07 +01:00
clutter-glx-texture-pixmap.c glx: Deprecate ClutterGLXTexturePixmap 2011-01-20 13:21:50 +00:00
clutter-glx-texture-pixmap.h glx: Deprecate ClutterGLXTexturePixmap 2011-01-20 13:21:50 +00:00
clutter-glx.h Remove mentions of the FSF address 2010-03-01 12:56:10 +00:00
clutter-stage-glx.c Optimize culling by doing culling in eye-coordinates 2011-03-07 13:26:20 +00:00
clutter-stage-glx.h stage/glx: Code clean ups 2011-02-14 12:00:31 +00:00