OpenGL Multiple Render Target Support #1027

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@etodd
Contributor
etodd commented Nov 26, 2012

On OpenGL ES, or when there is only one render target, behavior remains unchanged. On OpenGL with more than one render target, it uses GL.DrawBuffers() to bind them.

@KonajuGames
Contributor

I'm not a fan of the array allocation. It should be allocated once at initialization to the maximum number of supported concurrent render targets. This will reduce garbage collection.

@dellis1972
Contributor

Can one of the admins verify this patch?

@dellis1972
Contributor

ok to test

@totallyeviljake
Contributor

+1 with @slygamer - this code will only be called in a single thread context, but it will get called millions of times in the course of a game. The array should be allocated once and reused.

@mgbot
Member
mgbot commented Feb 6, 2013

Can one of the admins verify this patch?

@etodd
Contributor
etodd commented Feb 7, 2013

@slygamer, @totallyeviljake: Were you thinking something along the lines of this? 4c32775

@KonajuGames
Contributor

Yes, that's it.

@KonajuGames
Contributor

You will have to pull latest from develop3d and merge it, then push to your branch. That will allow this change to be tested and merged cleanly.

@KonajuGames
Contributor

@mgbot test

@tomspilman
Member

So another complication here. We just applied the branch migration plans:

https://github.com/mono/MonoGame/wiki/Branch-Migration-Strategy

So the develop3d branch will stop being updated and eventually deleted. So that leaves you with a choice here:

  1. Close this PR and resubmit to the develop branch.
  2. Let me merge it with develop3d, but there will be a delay of a few days before it is moved into develop.

Totally your call.

@etodd
Contributor
etodd commented Feb 14, 2013

Sorry, I've been terrible about getting this done! I'll resubmit to the develop branch hopefully in the next day or two.

@etodd etodd closed this Feb 14, 2013
@etodd etodd referenced this pull request Feb 16, 2013
Merged

MRT support for OpenGL #1401

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