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MatthiasWM avatar MatthiasWM commented on May 29, 2024

OK< it's not my code, it's Parallels that does not support a lot of OpenGL for guest systems,

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MatthiasWM avatar MatthiasWM commented on May 29, 2024

Ok again. So we have a combination of issues. Parallels does not support some of the OpenGL I was using. VMWare seems to be better, but memory management is very different on Windows and Linux so that the virtualized OpenGL does not let me know when we run out of texture buffer. WIth all this an mind, and the additional trouble that storing a single bit in RGBA8, I have decided to add a memory-only framebuffer including all the required drawing functions instead. This will use 32(!) times less memory per layer, have full on CPU memory management, and might even be a lot faster because we no longer transfer the OpenGL texture memory into potrace memory format.

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MatthiasWM avatar MatthiasWM commented on May 29, 2024

Fixed by replacing OpenGL analysis with CPU code.

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