I haven't completely finished the conversion to generate triangles
instead of scanlines, but it would be very easy for me to make it
generate trapezoids instead of triangles. 

Mike Emmel wrote:
> 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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