State management in D3D
hverbeet at gmail.com
Mon Sep 11 16:36:18 CDT 2006
On 11/09/06, Stefan Dösinger <stefandoesinger at gmx.at> wrote:
> Am Montag 11 September 2006 19:56 schrieb H. Verbeet:
> > On 11/09/06, Stefan Dösinger <stefandoesinger at gmx.at> wrote:
> > > That's what I'd use the state.changed field for. Set it to TRUE when the
> > > state is first modified and to FALSE when it it applied to gl. Do not add
> > > the state to the list of changes whn state.changed == TRUE
> > Well, sure, that's what the constants loading code does as well, but I
> > still like a list better :-)
> What would the list look like? Lionel was talking about some tree.
That's not related to the trees thing, but your proposal with a list
instead of a fixed size array.
> How would the complexity of the various operations compare? With an array and
> the chaned marker we have constant complexity for adding an element,
> determining if the list is empty, finding an element(the changed marker can
> store the position + 1) and emptiying the list. That is, I think, everything
> we need. We can't cheaply remove a single state from the dirty list, but I
> don't think we need this.
Instead of a boolean dirty flag, you could store a pointer to the list
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