I agree the software fallback should just be the generic polygon fill.

A bit warped but if ..

If you have hardware accel triangle then poly uses that
If not you do scanline and the triangle fallback just calls the poly fill.

As a note for cairo a optimized case of filling trapezoids would really
help.

Something like

http://www.cs.unc.edu/~dm/CODE/GEM/chapter.html

Anyway to note your dealing with traps would be cool.

I've not looked at your algo but if you do

poly->traps ---? triangle/scanline
and we have a api for trapezoids it would work very well with 2D front ends.

Fast trapezoid drawing is very very useful as a backend for most 2D engines.


On 9/13/06, Ville Syrjälä <[EMAIL PROTECTED]> wrote:
> On Wed, Sep 13, 2006 at 07:41:30AM -0400, Matt Lavin wrote:
> > That's an interesting question with respect to my desired changes.  Last
> > night I thought of a change I could make so that the polygon is rendered
> > with triangles instead of scanlines.  Would it be better to render with
> > fillTriangle calls because it is usually hardware accelerated?
>
> Yes, it should be faster. However if FillTriangle isn't hw accelerated
> then it would probably be faster to use scanlines (FillTriangle sw
> fallback uses scanlines anyway).
>
> --
> Ville Syrjälä
> [EMAIL PROTECTED]
> http://www.sci.fi/~syrjala/
>

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