Hi!
I have a question about tiled-rendering.
Wiki says, "Tiled rendering is the process of subdividing (or tiling) a computer graphics image by a regular grid".
As I understand android window is dividing by a grid.
Where is a origin of this grid? (lower left, upper left side, etc...)
If It's depend's on gpu, or driver version how can I actually check this on Android system. May be it depends on Android version?
Thanks for you help!
Hi Igor,
You are getting the behaviour I would expect; without EGL_BUFFER_PRESERVE set you are effectively relying on undefined behaviour in the specification. On newer devices which fully support it you may get something like the effect you want using this extension:
https://www.khronos.org/registry/egl/extensions/EXT/EGL_EXT_swap_buffers_with_damage.txt
... which basically gives a means to do a partial preserve of the pieces which have changed [support for this extension is quite new, and not all operating systems support it fully yet, but I expect that to improve].
Cheers,
Pete
Thank for your answer, Pete.
Using GL_EXT_swap_buffers_with_damage is a good idea. But I'm not sure that power consumption will be acceptable...
This extension may also be of interest:
https://www.khronos.org/registry/egl/extensions/KHR/EGL_KHR_partial_update.txt