[fpc-pascal] First Version Vector Toolkit in OpenGL

Anthony Walter sysrpl at gmail.com
Sun Oct 31 13:00:28 CET 2021


That's a very good question Ryan.

The short answer is this library draws everything each frame. It's meant
for writing, games, physics simulations, or drawing animated demos. It runs
as fast as you let it go, much like a game program.

BUT

It includes the ability to easily create and manage render buffers objects.
These render buffers allow you to draw to a buffer, then just display the
same buffer repeatedly, where you can change it only when needed. This is
like the composting system you mention, but it's an opt in feature. The
curtains demo linked in my OP is using a render buffer. If I didn't slow it
down it would render instantly and there would be no fun watching it draw
updates.

Additionally, there is a fixed step logic method meant for game or
simulation logic that is always invoked at every 1/120 of a second. This
ensures simulation logic returns the same results regardless of computing
or video render speed.

And finally, regarding compositing, the Canvas interface has a set of modes
determining how pixels are combined when new pixels are added. These modes
can do things like produce a negative image, lighten or darken,
multiply pixels, apply masks, and other things. They are like layer modes
in Gimp or Photoshop.

Oh and I almost forget. You can adjust the vsync or turn it on/off in my
library, allowing you more control over CPU / GPU resource usage.
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