On Mon, 12 Apr 2004 12:37:58 +0900 Carsten Haitzler (The Rasterman)
<[EMAIL PROTECTED]> writes:
> On Sun, 11 Apr 2004 04:26:25 -0700 (PDT) Ogla Sungutay 
> <[EMAIL PROTECTED]>
> babbled:
> 
> .... 
> >  similarities? Could they be used together, like say 
> > Ecore-SWF?
> 
> technically- yes - but evas for example lacks matrix transforms, 
> splines, radial
> fills, and several other "required" things. fonts are done 
> differently to flash
> where last i checked it did them from the spline/curve/line 
> primitives directly,
> and not via ttf's etc. with a LOT of effort i guess all this could 
> be added and
> an E based SWF viewer/player would be possible - but for now i don't 
> really see
> a need and don't have time myself. also implementing all of these 
> things is no
> trivial task - well not trivial to make it FAST and still look good. 
>
        Indeed.  It's not too difficult to write these things.. *But*,
to write them accurately enough so things look good, and do this
FAST.. that's not so easy. 
 
> .....
> >   4. Considering we have Beziers, any thoughts on SVG
> > rendering?
> 
> we'd need bezier curve clipping (ie render image, other 
> object/primitive clipped
> to a bezier curve path) in fact we really need arbitrary clipping - 
> ie clip the
> rendered output of lets say gradients, lines, polys, images to any 
> other of
> these in the most optimal way (or any combination of these ie an 
> image scaled
> and blended to a dest,m but clipped to another image mask that is 
> scaled
> differently, and this mask is clipped to a polygon that is clipped 
> to a bezier
> that is clipped to a text glyph output.....) you get the idea - this

        You really only need to implement multiplication
of pixels to have the core for this (or at least, multiply pixels
by alpha pixels)...  But then you'd still need a good way to
organize this into a workable set of interfaces..
 
> is very
> useful. can be used for making "textured text" ie text font with  
> some coloured
> texture in it - take an image as th texture, clip it to the font -

        Textured text!!  Oh NOW you want textured text!
 
> bingo. this
> hasn't been done yet due to simplicity and optimization reasons. 
> long before
> that it wasn't done due to opengl not fully supporting pbuffers for 
> a long time.
> also i want to support some filter methods. particularly "Blurring" 
> of an object
> prior to composting. doing this fast in software is had - doing it 
> fast with
> opengl is also hard. this would let us easily do soft drop shadowed 
> text with
> much less overhead. it will allow all sorts of other effects like 
> fading in
> whiles going from massively blurred to clear and sharp etc. this is 
> definitely
> on my "some time" plan... that and clipping are right near the top  
>
        Sounds good!  How about bump-mapped textured text :)



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