I'll dig into ASAP :-)

Carsten Haitzler (The Rasterman) wrote:
> On Mon, 9 Feb 2004 21:13:40 -0600 Corey Donohoe <[EMAIL PROTECTED]> babbled:
> 
> 
>>Keep in mind the opengl engine currently isn't supported.  I've used it
>>in the past with no problems, but haven't tried it with gl recently.
>>If it doesn't work, you're likely going to be stuck with it not working,
>>unless some one else has some fixup they've been keeping to themselves.  
> 
> 
> (nb evas's gl engine is a bit more solid now)... the gl engine has only a few
> major problems
> 1. multihead. i doubt it will work properly on anything other than screen 0
> 2. max texture size. if any image is greater than your opengl's "max texture
> size" limit it will simply end up a big white box. the texture upload will fail.
> i have no fallback code for this at all yet. doing texture meshes is a PITA. if
> anyone is keen to do it for me! please do! :) (ie divide image up into multiple
> texture rectangles then when drawing the image draw a mesh/grid of rectangles
> with the separate textures applied - keeping all the calculations so they match
> to proper software engine calculations 1:1)
> :)
> 
> now it COULD be that the gl engine is using up all the system resources and
> since its DRI is bypassing x, meaning your xserver is basically locked out of
> getting events due to massive resource use by the GL code. this might be the
> case - but it'd need testing on your box by you to see...
> 


-------------------------------------------------------
The SF.Net email is sponsored by EclipseCon 2004
Premiere Conference on Open Tools Development and Integration
See the breadth of Eclipse activity. February 3-5 in Anaheim, CA.
http://www.eclipsecon.org/osdn
_______________________________________________
enlightenment-devel mailing list
[EMAIL PROTECTED]
https://lists.sourceforge.net/lists/listinfo/enlightenment-devel

Reply via email to