On Sat, 16 Dec 2006 10:57:48 GMT "[EMAIL PROTECTED]" <[EMAIL PROTECTED]> babbled:
> > > > One thing though.. If one needs to have the 'viewport' and > > > 'view matrices' set for each rendering pass, then I would say > > > that this should maybe be done per obj, ie. in the internal > > > engine render functions of each object... ?? Or does this only > > > affect the way the gl render buffer gets 'put' on the screen? > > > > Yes, changing the GL viewport only affects the place where the > > whole scene is rendered in the window. You can for example create > > two viewports if you want to split the screen in 2 parts, like in > > multiplayer games on game consoles. > > I see... Thanks Simon. Well, even if you think your patch > doesn't put those calls in the 'best' place they could be, if it > solves the current gl drawing problems then I'd vote for applying it. > > Maybe you and rene (aka. centipede) can get together and > see if you guys can do something more for the gl engine... :) i've actually been doing a bit lately. i know a few of the things it needs and as i just found recently - in order to sanely support fragment shaders for yuv->rgb i seem to need a gf6600 - my 5500fs just wont do fragment shaders (at a sane speed - software beats the 5500fx by like 200fps in software vs 0.4fps for gl in my yuv->rgb video surface test). so given this - i'm actually tempted to upgrade the iminimum requirements for gl engines. that is - REQUIRES non-power-of-2 textures. (not nv_rectangle - but npo2). requires anisotropic filtering, requires fragment shaders (glsl) etc. i can remove some nasty code to handle only power-of-2 textures for example and for nv_rectangle textures (as the text coords are different for these) > jose. > > > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > enlightenment-devel mailing list > enlightenment-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/enlightenment-devel > -- ------------- Codito, ergo sum - "I code, therefore I am" -------------- The Rasterman (Carsten Haitzler) [EMAIL PROTECTED] 裸好多 Tokyo, Japan (東京 日本) ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ enlightenment-devel mailing list enlightenment-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/enlightenment-devel