I'm currently looking and interested in the quartzcore project. I've been 
reading through the source and all the threads that I can find.  I've been able 
to compile, install & run the demos but have a few questions.  I see your notes 
about opal requiring your opal-nsfonthacks.patch.  It seems this patch can no 
longer apply. In addition to that issue, it also seems that when I run all the 
demo fonts are not visible.  I'm currently using clang-3.4 and a self build of 
svn trunk for all modules/libs etc.

  Tom


On Dec 24, 2013, at 6:44 AM, Ivan Vučica <[email protected]> wrote:

> Hi Riccardo,
> 
> On Mon Dec 23 2013 at 4:09:33 PM, Riccardo Canalicchio 
> <[email protected]> wrote:
> Ok, I can help on the shaders field or the frame scheduling ( I'm not really 
> experienced with xorg) the upstream is on svn? I need to study the current 
> code... 
> 
> Yes, all the code you want is on SVN. See the 'quartzcore' directory (we 
> really need to rename this).
> Do you have any paper of the overall design of CoreAnimation?
> 
> There is no such paper. It took me a while to figure out how best to 
> implement Core Animation while staying compatible; in fact, that is an even 
> more important part of my GSoC2012 work than the actual implementation itself.
> 
> The implementation itself is the documentation, and I tried to iron out even 
> the edge cases. Sadly, there are still cases where even the timing 
> implementation that's in our code isn't fully compatible, but you'll notice 
> that only in edge cases. And if someone is depending on Apple-compatible 
> behavior, well, we can think about it when it's reported.
> Currently gnustep seems to have not a roadmap but this project has one?
> 
> Not really, but it has a list of things you need if you want to make our 
> implementation actually useful.
> Just another question are you sure to use directly opengl?
> 
> I'm completely sure.
> 
> For example Clutter uses CoGL that wraps opengl and make a common api between 
> opengl and opengles; skia also supports both opengl and gles... i have seen a 
> lot of mails talking about uikit but opengl is not supported on mobile...
> 
> Clutter is a scene manager, like Core Animation. Let's not include a 
> middleware that doesn't need to be there. That goes for any other API 
> wrappers; Core Animation API itself is a wrapper around OpenGL.
> 
> Skia is, to the best of my knowledge, a Cairo and Core Graphics analogue, and 
> deals primarily with rendering of 2D primitives. Core Animation deals with 
> exposing compositing, 3D transforms and filtering to an Objective-C 
> application in a nice API which supports implicit creation of CAAnimation 
> objects. Skia could be used to provide content for CALayers, but there is no 
> need to; we have Opal (our implementation of Core Graphics) for that.
> 
> And regarding OpenGL not being supported on mobile, I'd advise you to compare 
> the API of OpenGL and OpenGL ES. You'll see a lot of similarities. In fact, 
> as David said, if you write OpenGL ES code, you need to do only minimum 
> adaptations.
> 
> At one point I had OpenGL ES compatibility in GNUstep's implementation of CA; 
> I didn't test it in a long time by the time I wrapped up the GSoC project. In 
> fact, it almost certainly doesn't work, considering that I added (very dumb 
> and slow) shadow support by using shaders, which aren't supported in OpenGL 
> ES 1.x, but are supported in OpenGL ES 2.0. The solution would be to 
> transition to OpenGL ES 2.0, which would require use of (simple) shaders 
> everywhere, as ES 2.0 tried to do away with as much of fixed function 
> pipeline as possible; it's not a big deal, but it would take (only?) a few 
> hours.
> 
> 
> On Tue, Dec 24, 2013 at 1:05 AM, Lundberg, Johannes 
> <[email protected]> wrote:
> Hi
> 
> As you know, CG and CA is definitely a necessity for our project. As soon as 
> I can get my hands on someone who knows their ways around Open[GL/CL/VG] etc 
> I will put them to work on helping you implementing this in GNUstep :)
> 
> --
> Johannes Lundberg
> 
> I'll be more than happy to provide initial planning and advice, as well as 
> (pending positive resolution of some paperwork) code :-)
> 
> OpenGL and OpenGL ES knowledge is probably enough, no need to worry about 
> OpenCL and OpenVG.
> 
> _______________________________________________
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> [email protected]
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