George Tsalikis wrote: > Is it usable? May i draw with OpenGL on a DFBSurface? If so could i have > an example?
Look at the examples in the DirectFBGL package. You can render to any DirectFB surface using RGB32 or ARGB. I'll also add a way to use any DirectFB surface as a texture as well. Internally, this is working already, but there needs to be a public API. All software fallbacks and other CPU access works as well using up- and downloads of texture data to synchronize between the directly addressable system memory buffer and the "hidden" texture/pixmap data. In 1.3.0 this is using full transfers, but I'll commit the 1.5.0 (pre-2.0) branch shortly which does partial validation and invalidation of allocations based on operations being performed, e.g. df_andi is a very good test case. Only the penguins are rendered in software. With just a few penguins the transfer is limited to those few areas (in both directions). My framerate went from 40-80 fps in the beginning up til 800 fps now (with a few penguins running accross)... It is really a lot that changed already and I need to finish some more things before the +10326/-1996 diff (as of now) can go public :) Multi Vendor Trans API made easy... :-D -- Best regards, Denis Oliver Kropp .------------------------------------------. | DirectFB - Hardware accelerated graphics | | http://www.directfb.org/ | "------------------------------------------" _______________________________________________ directfb-users mailing list directfb-users@directfb.org http://mail.directfb.org/cgi-bin/mailman/listinfo/directfb-users