This isn't realistic for the current graphics API's du jour, OpenGL and
Direct3D.
Consider the call: glVertex3f(a, b, c);
How do I figure out where a, b and c came from while inside the vertex call?
Or for those calls which you actually pass a pointer, like glVertex3fv(&foo);
do you require that every piece of data used be built using get_shared_mem?
Does this sound burdensome to you, or am I the only one who is shuddering
here?
It sounds like what you are proposing works fine in theory, but falls down
in practice.
nate
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