I agree that the problems the poster is having is due to not sending damage
requests, but I am not really certain the description of the requirement to
send damage is correct.
I am pretty certain the plan for buffer_damage is to indicate the area that
would have to be uploaded to the graphics
On Tue, 08 Dec 2015 14:48:01 +0100
Matthias Treydte wrote:
> Hello,
>
> while playing around with the scaler extension on Weston 1.9 I've
> encountered some strange behavior I'd like to get some definitive input
> for:
>
> I'm using Weston 1.9 under X11 with the NVidia
Hi,
On 14 December 2015 at 11:40, Pekka Paalanen wrote:
> On Tue, 08 Dec 2015 14:48:01 +0100
> Matthias Treydte wrote:
>> Either way, using the scaler API causes either too much drawing when
>> used without setting the damage region (variant (b) above
On 14 December 2015 at 12:49, Daniel Stone wrote:
> On 14 December 2015 at 11:40, Pekka Paalanen wrote:
>> On Tue, 08 Dec 2015 14:48:01 +0100
>> Matthias Treydte wrote:
>>> Either way, using the scaler API causes either too much
On Mon, 14 Dec 2015 13:00:06 +
Daniel Stone wrote:
> On 14 December 2015 at 12:49, Daniel Stone wrote:
> > On 14 December 2015 at 11:40, Pekka Paalanen wrote:
> >> On Tue, 08 Dec 2015 14:48:01 +0100
> >> Matthias Treydte
On Mon, 14 Dec 2015 11:45:13 -0800
Bill Spitzak wrote:
> I am pretty certain the plan for buffer_damage is to indicate the area that
> would have to be uploaded to the graphics card to update the texture map.
No, it very specifically is NOT defined like that.
It is the
Hello,
while playing around with the scaler extension on Weston 1.9 I've
encountered some strange behavior I'd like to get some definitive input
for:
I'm using Weston 1.9 under X11 with the NVidia drivers, in case that
matters. My program does the following:
1) have a surface (SA) which