I see a lot of the empty headers and .m files that I suppose represent the "unfinished" portion. I'm curious as to how you came about the API/Headers that you would implement. Some of these headers are only available on iOS platforms (CAEAGLLayer, CADisplayLink). I read a post from while you were working on the project that said you were going to try and stay away from CoreVideo but things like QuartzCore/CVDisplayLink.h (the Mac Equiv to iOS's CADisplayLink.h) are part of CoreVideo. The CVDisplayLink is a common way to drive the OpenGL frame drawing on OSX.
I guess what I'm trying to ask is what was your thinking and where were you headed with selecting CA* files that only exist on iOS, or was this just something that happened in passing? I'm trying to get a feel for where you left off and were going. Tom On Jan 2, 2014, at 12:15 PM, Ivan Vučica <[email protected]> wrote: > 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. >> >> _______________________________________________ >> Discuss-gnustep mailing list >> [email protected] >> https://lists.gnu.org/mailman/listinfo/discuss-gnustep
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