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------- Additional comments from [email protected] Wed Jan 12 15:45:08 +0000 
2011 -------
AW: I really wish it would be soo easy :-(

DirectX and OpenGL are 3D renderers, which:
(a) cannot paint offscreen
(b) do not AA at all basically
(c) do not paint PolyPolygons, nor fat lines

(a) means that You only can paint to screen directly and accept a return of
flickering screen contents. Currently the repaint goes into a offscreen surface
and gets copied to the front to avoid flickering, thus only renderers which can
render to offscreen surfaces are usable.
Second possibility is switching two contents (e.g. of a window). Problem here is
that the whole OOo window IS a system window, the UI elements around the paint
surface (toolbars, side panes, ...) are no system windows, but VCL (virtual)
windows which would be overpainted. In both cases, the whole VCL and apps need
to be adapted/rewritten to be flipped completely/to not paint in regions of VCL
windows.

(a) also means You have no way for printing; the resolutions would be so huge in
print output preparation that you would need another method of preparation for
that (2nd renderer). This also needs renderers which can work offscreen, if
bitmap preparation for printing is needed (e.g. the case for transparent parts
in objects).

(b) means that you would need some e.g. 4x4 oversampling; besides the video mem
needed (remember OOo is also for small devices and older machines) You never get
the full 256-step-AAed view 2D renderers can do. A quality loss.

(c) means that You would have to generate the filled polygon geometry for the
fat lines and triangulate them. This means (esp. in the examples) megabytes of
data You need to buffer if you want fast repaints. Also triangulation (despite
we have it) is not cheap at all.

Believe me, currently what we use is pretty much the best you can use. Without a
complete rewrite (or a very huge adaption) of OOo with those concepts in mind,
this cannot be done (unfortunately). You may try it out, it's open source.

The better way would be to make VCL thread-save and being able to stop the
current paint when the user scrolls (kinda lazy-repainting of complicated
regions). This is also a huge task (people tried to make VCL reentrant and
thrad-safe for some years already), but it's more doable than using 3D 
renderers.

Sorry for the bad news, but it's more complicated than a first look may show...

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