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core/graphics: typo on graphics
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@ -34,42 +34,42 @@ GL Reloading mechanism
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.. versionadded:: 1.1.2
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During the lifetime of the application, the OpenGL context might be lost. This
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is happening when:
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is happening:
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- Window is resized, on MacOSX and Windows platform, if you're using pygame
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as window provider, cause of SDL 1.2. In the SDL 1.2 design, it need to
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recreate a GL context everytime the window is resized. This is fixed in
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SDL 1.3, but pygame is not available on it by default yet.
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- When window is resized, on MacOSX and Windows platform, if you're using pygame
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as window provider, cause of SDL 1.2. In the SDL 1.2 design, it need to
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recreate a GL context everytime the window is resized. This is fixed in SDL
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1.3, but pygame is not available on it by default yet.
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- Android release the app resources: when your application goes to
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background, android system might reclaim your opengl context to give the
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resource to another app. When the user switch back to your application, a
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newly gl context is given to you.
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- when Android release the app resources: when your application goes to
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background, android system might reclaim your opengl context to give the
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resource to another app. When the user switch back to your application, a
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newly gl context is given to you.
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Starting from 1.1.2, we introduced a mechanism for reloading all the graphics
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resources using the GPU: Canvas, FBO, Shader, Texture, VBO, VertexBatch:
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- VBO and VertexBatch are constructed by our graphics instructions. We have
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all the data to reconstruct when reloading.
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- VBO and VertexBatch are constructed by our graphics instructions. We have all
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the data to reconstruct when reloading.
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- Shader: same as VBO, we store the source and values used in the shader, we
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are able to recreate the vertex/fragment/program.
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- Shader: same as VBO, we store the source and values used in the shader, we are
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able to recreate the vertex/fragment/program.
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- Texture: if the texture have a source (an image file, an atlas...), the
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image is reloaded from the source, and reuploaded to the GPU.
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- Texture: if the texture have a source (an image file, an atlas...), the image
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is reloaded from the source, and reuploaded to the GPU.
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You should cover theses cases yourself:
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- Texture without source: if you manually created a texture, and manually
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blit data / buffer to it, you must handle the reloading yourself. Check
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the :doc:`api-kivy.graphics.texture` to learn how to manage that case.
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(The text rendering is generating the texture, and handle already the
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reloading. You don't need to reload text yourself.)
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- Texture without source: if you manually created a texture, and manually blit
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data / buffer to it, you must handle the reloading yourself. Check the
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:doc:`api-kivy.graphics.texture` to learn how to manage that case. (The text
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rendering is generating the texture, and handle already the reloading. You
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don't need to reload text yourself.)
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- FBO: if you added / removed / drawed things multiple times on the FBO, we
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can't reload it. We don't keep a history of the instruction put on it. As
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texture without source, Check the :doc:`api-kivy.graphics.fbo` to learn
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how to manage that case.
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- FBO: if you added / removed / drawed things multiple times on the FBO, we
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can't reload it. We don't keep a history of the instruction put on it. As
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texture without source, Check the :doc:`api-kivy.graphics.fbo` to learn how to
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manage that case.
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'''
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