core/graphics: typo on graphics

This commit is contained in:
Mathieu Virbel 2012-03-08 02:03:31 +01:00
parent c77224386e
commit 610a604bb0
1 changed files with 24 additions and 24 deletions

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