SDI Technologies iH30 Especificações Página 71

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Advanced Topics
Quadro SDI Output PG-03776-001_v06 | 66
gFBO);
glBlitFramebufferEXT(0, 0, gWidth, gHeight,
0, 0, gWidth, gHeight,
GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT |
GL_STENCIL_BUFFER_BIT,
GL_NEAREST);
glDisable(GL_MULTISAMPLE);
// Unbind FBOs
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
// Present final frame to the video device
.
.
.
}
10.5 CALCULATING VIDEO MEMORY USAGE
When creating any graphics application, it is important to consider the graphics or video
memory requirements of that application. Graphics or video memory is the physical
memory that is located on the graphics card. Once the graphics memory footprint of an
application exceeds the available memory on the card, the driver can no longer allocate
buffers, textures and other graphics objects. In some cases, like in the case of pbuffer
allocation, a memory allocation will simply fail within an application, in other cases,
graphics objects will be swapped to system memory leading to reduced application
performance. Table 10-3 demonstrates the calculation of the amount of video memory
required by an application. This example represents a typical usage scenario for 1080i
HD output with a 1920 × 1080 visible frame buffer, and a single 4× multi-sampled 1920 ×
1080 pbuffer.
Note: The SDI device allocates 5 internal FP16 (2 bytes per component) buffers.
These buffers permit an application to render up to five frames or fields ahead of
the SDI scanout in the case when wglSendPbufferToVideoNV() and
glXSendPbufferToVideoNV() are specified not to block.
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