Lines Matching defs:GL
0 GL Dispatch
7 familiar with the issues around GL dispatch can safely skip ahead to the
10 1. Complexity of GL Dispatch
13 Every GL application has at least one object called a GL *context*. This
14 object, which is an implicit parameter to every GL function, stores all
15 of the GL related state for the application. Every texture, every buffer
21 In environments that implement OpenGL with X-Windows using GLX, every GL
27 have two GL contexts. One context is a direct rendering context where
35 change the behavior of GL functions depending on current state. For
40 different GL context current. This means that poor old ``glVertex3fv``
41 has to know which GL context is current in the thread where it is being
53 specific GL functions. Each time a new context is made current in a
78 overhead that it adds to every GL function call.
89 performance hit imposed by GL dispatch. This section describes these
98 calls into the GL. In these cases, not only do the calls to
219 to ``pthread_getspecific`` to save and restore the GL function's