I think most of those effects can be just as easily be done by the 2D engine (like what the Geode has). Of course it would need a LOT of coding, like killing the stupid X driver model with the X server process, using a compositing windows manager, rewriting GTK+ to use some form of retained rendering mode (like a super optimized Cairo library with some scene manager functionality) and finally fixing all of those GTK applications which became buggy because of this rendering change. Oh yeah, almost forgotten that moving to OpenGL would need just the same amount of work. So not only would it chew trough the XO 1.5's battery like crazy but it would not run on the XO 1.0 so does it really worth that effort?

Martin Langhoff wrote:
On Tue, Apr 21, 2009 at 1:42 PM, Martin Dengler
<mar...@martindengler.com> wrote:
Imagine if it actually looked like the demo:
http://www.sugarlabs.org/index.php?template=gallery&page=media_01

Exactly my thoughts. There are a couple of things we have to be
mindful of as we step into the wild 3D world...

 - memory footprint -- those smooth transitions count on having
various full-screen buffers, one for each screen you might want to
slide smoothly into.

 - batery burn -- the OpenGL API was originally designed for high end
workstations, and has some battery-depleting features such as a hi-res
timer event that triggers all the time and prevents sleep

The iPhone uses these smooth UI tricks (to a fantastic effect), and
its battery life is a fraction of every other phone -- I'd say that
the 3D niceness is part of the reason why.

cheers,



m

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