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graphics: Fix comments
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parent
17daf99c3c
commit
b962d58097
5
image.go
5
image.go
@ -68,6 +68,7 @@ func (m *mipmap) level(r image.Rectangle, level int) *shareable.Image {
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}
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var s *shareable.Image
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if m.orig.IsVolatile() {
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// TODO: As s is cleared every frame, is there any reason to keep it?
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s = shareable.NewVolatileImage(w2, h2)
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} else {
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s = shareable.NewImage(w2, h2)
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@ -736,12 +737,10 @@ func NewImage(width, height int, filter Filter) (*Image, error) {
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// This is suitable for offscreen images that pixels are changed often.
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//
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// Pixels in regular non-volatile images are saved at each end of a frame if the image
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// is changed, and restored automatically from the saved pixels on GL context lost.
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// is changed, and restored automatically from the saved pixels on context lost.
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// On the other hand, pixels in volatile images are not saved.
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// Saving pixels is an expensive operation, and it is desirable to avoid it if possible.
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//
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// Note that volatile images are internal only and will never be source of drawing.
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//
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// If width or height is less than 1 or more than device-dependent maximum size, newVolatileImage panics.
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func newVolatileImage(width, height int) *Image {
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i := &Image{
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