Just to clarify the lis would be depth first for each child going
across siblings.
This give I believe the right flipping semantics. Higher z order to the right.

root-->child1->child1(child)->child2->child2(child1)->child2(child1)->child3

It would be rare to even get as complex as the above example.

On 7/15/06, Mike Emmel <[EMAIL PROTECTED]> wrote:
> Hi all I want to have heavy weight subsurfaces  which means they have there 
> own
> backing buffer.
>
> The implementation I have in mind is to extend CreateSubSurface to
> take a optional param
> prob boolean to enable a backing buffer.
>
> Implementation
>
> Top level surfaces that have heavy children no matter what the depth
> will maintin them in a
> linked list.
>
> When you flip a toplevel then it first flips all heavy chidren that
> intersect the flip rect then its surfface.
>
> If you flip a child heavy or light it  would perform the same flip
> semantic for its clip rect starting
> from the deepest parent.
>
> It would be rare to have large numbers of buffered widgets but there
> are many use cases where you want to maintin a offscreen buffer per
> subsurface. Say the drawing is complex or
> you want for performance to have a surface fully buffered that larger
> then its parent ( scroll view ) etc.
>
>
>
> Mike
>

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