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 :) ------------------------------------------------------- This SF.Net email is sponsored by: IBM Linux Tutorials Free Linux tutorial presented by Daniel Robbins, President and CEO of GenToo technologies. Learn everything from fundamentals to system administration.http://ads.osdn.com/?ad_id=1470&alloc_id=3638&op=click _______________________________________________ enlightenment-devel mailing list [EMAIL PROTECTED] https://lists.sourceforge.net/lists/listinfo/enlightenment-devel