Merge lp://staging/~linaro-graphics-wg/glmark2/opaque-framebuffer-rendering into lp://staging/glmark2/2011.11

Proposed by Alexandros Frantzis
Status: Merged
Merged at revision: 205
Proposed branch: lp://staging/~linaro-graphics-wg/glmark2/opaque-framebuffer-rendering
Merge into: lp://staging/glmark2/2011.11
Diff against target: 106 lines (+19/-8)
7 files modified
data/shaders/desktop-blur.frag (+1/-1)
data/shaders/effect-2d-convolution.frag (+1/-1)
data/shaders/light-advanced.frag (+1/-1)
data/shaders/light-basic.vert (+1/-1)
src/canvas-x11.cpp (+1/-1)
src/scene-desktop.cpp (+12/-2)
src/scene-pulsar.cpp (+2/-1)
To merge this branch: bzr merge lp://staging/~linaro-graphics-wg/glmark2/opaque-framebuffer-rendering
Reviewer Review Type Date Requested Status
Jesse Barker Approve
Review via email: mp+104901@code.staging.launchpad.net

Description of the change

Ensure that the framebuffer is drawn opaquely.

Some rendering operations draw translucent pixels to the framebuffer,
leading to inconsistent visual results on different platforms and
compositing managers. This commit ensures that pixels drawn to the
framebuffer by the various scenes are opaque.

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Revision history for this message
Jesse Barker (jesse-barker) wrote :

Code looks fine. Is it also worth not asking for a config with alpha?

review: Approve
Revision history for this message
Alexandros Frantzis (afrantzis) wrote :

My plan is to rethink our default visual parameters as part of
https://blueprints.launchpad.net/glmark2/+spec/glmark2-configurable-visual

Revision history for this message
Jesse Barker (jesse-barker) wrote :

> My plan is to rethink our default visual parameters as part of
> https://blueprints.launchpad.net/glmark2/+spec/glmark2-configurable-visual

Sounds good. Go ahead and merge.

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