diff --git a/kivy/graphics/__init__.py b/kivy/graphics/__init__.py index 6241b6bad..693427ebc 100644 --- a/kivy/graphics/__init__.py +++ b/kivy/graphics/__init__.py @@ -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. '''