> > Shouldn't it read 0.4 ? Also, the bufferflipping seems to be totally > > messed up. Hard to describe but it seems like the changes made > > doesn't always carry over as they did when using VESA. > > it's considered unstable, experimental and unfinished for a good > reason. We'd be happy if this could improve but we only have limited > resources and will need your help.
I guessed as much :) Anyway, after doing some testing, this is what I found ... Case 1: Using savage framebuffer (with or without acceleration or DirectFB gfx driver) - Draw vertical line - Flip buffer = The vertical line is visible - Draw horizontal line - Flip buffer = Horizontal line is visible (no verical) - Draw a circle - Flip buffer = Vertical line and circle is visible but not horizontal Case 2: Same procedure but with vesa framebuffer: - Draw vertical line - Flip buffer = The vertical line is visible - Draw horizontal line - Flip buffer = Horizontal and vertical line is visible - Draw a circle - Flip buffer = Vertical & horizontal line aswell as the circle is visible Is case #1 correct or case #2? I'd stipulate case #2 :) But since I'm no longer sure, I need to verify this with someone who knows the innerworkings of DirectFB and framebuffer a bit better than me. No other artifacts (like this) appears when using the console or mplayer with fbdev as output. I'm running DirectFB 0.9.14 (release) and kernel 2.4.19 /Henric -- Info: To unsubscribe send a mail to [EMAIL PROTECTED] with "unsubscribe directfb-dev" as subject.
