The patch is no longer required as Eric has helped by renaming the relevant
classes when I was doing this year's GSoC project.

Sadly I don't know about the fonts issue; they should be drawn by Opal /
Core Graphics. The relevant thing is done in the demo anyway, and not in
QuartzCore code itself, so if you can figure out a way to draw fonts -- a
patch will we very welcome :-)

(This is because I cannot work on QC right now, so I can't look into the
issue. I will help with my thoughts and advice in any way I reasonably can,
though.)

On Thu Jan 02 2014 at 9:40:20 AM, Tom Bruno <[email protected]> wrote:

> 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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>
>
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