On 7/15/06, Denis Oliver Kropp <[EMAIL PROTECTED]> wrote:
> Mike Emmel wrote:
> > 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
>
> So these are flipped starting from the right most?
>
> Flipping a heavy sub surface means blitting it to the parent?
>
> Otherwise, shouldn't a blit from a surface include all its heavy sub
> surface contents?
>
No your blitting left to right on the root parent surface.
If you go the other way you blit to a intermediat then blit that.
Thinking hmm.

Not sure it matters which way you go.

It works both ways.

If your calling flip on a leaf it would run the list right to left
if you call flip on  a parent it  should just go to the root and run
left to right with all children that intersect.

I'm not sure it matters I generally use the painter algorithm where
you start from the deepest and work up.

I think running  right to left  or left to right is okay.

The assumption is that if you flip a surface all its children are flipped. and
you flip all intersection up to the root ??

Or you only flip all your direct ancestors and children ?

I think the last is true. If I flip a single subsurface then only its
direct ancestors are flipped.
Do you need to flip the children.

The way it works now is prob not correct if you have overlapping
surfaces since the flip
whould flip the overlap region.

Thats actually a big reason for the buffers so we can not flip siblings.

Sorry for the stream of thought.

Okay here is the algo.

If you flip a subsurface and it has a buffer
it blits its buffer to its parent on up the tree till the root is reached .

So it would be right to left for a child flipping.

If you flip the root surface it needs to run the list
left to right  blitting bufferes then flip itself.

Make sense ? Or we can support variants.

I don't give a Flip :)

Mike




> --
> Best regards,
>    Denis Oliver Kropp
>
> .------------------------------------------.
> | DirectFB - Hardware accelerated graphics |
> | http://www.directfb.org/                 |
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>

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