Just so people know, I tried setting 16 bit manually and got an OpenGL context error. (Nvidia GTX 1070)
Changing it back to 24 bit works without issue. I'd hold off on forcing it as default as it seems some configurations do not support this. On Monday, May 28, 2018 at 4:32:55 PM UTC-5, Daniel Gillet wrote: > > Hi Adam, > > I purposefully used vsync=True to show the mode I was using. If you try > the code yourself, you will notice that just changing vsync to False won't > make the flip function any faster. Although it will wait for the next > vsync, the time is actually mainly spent in transferring the data to the > GPU and swapping buffers. Vsync was one of the things I tried when I was > investigating. > > I agree with everybody above. This would probably should find a place in > the documentation, but I also would refrain from setting a 16 bits depth > buffer as default. Now if used for 2D application, there won't be any > polygon z-fighting AFAIK. But I might be wrong here. I'm still learning. :) > Now Pyglet probably does not assume anything regarding the projection, and > a perspective projection would exhibit that issue. Reading a bit on the > subject, it seems that there is a nice technique using the invert of the z > value for better depth buffer precision. But anyway this is irrelevant for > the current conversation. > > I fully agree with Benjamin. The documentation could use some love. > > Cheers, > Daniel > -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at https://groups.google.com/group/pyglet-users. For more options, visit https://groups.google.com/d/optout.
