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... >
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