Retained vs immediate mode should be hybridisable based on the widget you are implementing. Sometimes you need a bit more retained (data=UI structure, say a dockpanel system) sometimes a bit more immediate (code editor?)
I'm going to push back a bit, I think retained is valuable when you're trying to compute minimal damage regions for repaint. Now, maybe you don't feel you need those. And maybe there's a way to do it with immediate (I will study this). But it does seem useful.
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Don't get me wrong, it took a while (when i started webGL in 2011 or so) i even have a chrome bug for doing dirty-regions in webGL. Its just been obsoleted by GPUs.
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I agree with respect to speed, but think there's still an argument for power consumption, especially blinking the cursor. But maybe for a bunch of use cases you just don't care.
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Well yes. I agree, if this was.... 2005? We are at a tipover point where dirty regions are going to be entirely gone soon (VR/AR). But even for 4k screens with a 4year old macbook it really doesn't matter. Just don't paint the screen 60fps but on demand.
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Well, sort of. I've found that it's not tracking dirty regions, but tracking dirty tree segments that's the performance win. Even when all the rendering happens on the GPU, there's overhead in tree traversal (mostly cache misses).
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