Opts.txt 1.0 KB

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  1. Make sure to also update TextSprite and ImageSprite and anything else in UpdateMesh, then don't forget to find the issue that causes elements to get marked as dirty every single frame
  2. FrameAlloc
  3. Keeps two internal stacks
  4. - One core, one sim
  5. coreThreadBegin()
  6. - swaps the active stacks
  7. coreThreadEnd() - Must be called after Core thread has finished
  8. - frees the previously active stack
  9. During frame we call alloc()
  10. There are many allocations in CPUProfiler (especially report generation), and they aren't counted anywhere since they use
  11. a special allocator.
  12. --------------------
  13. When optimizing UpdateLayout make sure to mark elements that are fully culled as Culled
  14. - But in order to determine that I first need to update the sprite to find out the elements bounds which defeats the point
  15. - TODO - FIgure this out
  16. ----------
  17. Fix OpenGL MeshHeap. All the meshes are rendering corrupted
  18. When doing allocInternal I don't check that index/vertex desc in MeshData actually matches the ones in MeshHeap.