Chris Mitchell (chris++at++scotch.physics.ucla.edu)
Sun, 26 Oct 1997 18:34:03 -0800 (PST)
Let me first say thank you for responding.
I thought that if I forked this process from the
APP it would circumvent the multibuffering issue.
I guess that was wrong.
> If the pfBuffer::merge() is a too large overhead, then just like
> texture paging where you do not want to load all the new textures
> in the hardware in a single frame, you have to split the changes
> in small chuncks.
My scene does not really lend itself to "small chunks."
I'm visualizing scientific data, and the entire database
must be updated for each new "timestep" of the experiement.
Is there no other way than a buffer::merge()?
Chris Mitchell
UCLA Physics Department
LAPD Plasma Lab
310-206-1772
chrism++at++ucla.edu
http://scotch.physics.ucla.edu/~chris
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