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 > _______________________________________________ directfb-dev mailing list [email protected] http://mail.directfb.org/cgi-bin/mailman/listinfo/directfb-dev
