On Thu, 18 Jan 2007 20:48:37 +0100 Rene Jensen <[EMAIL PROTECTED]> babbled:

> Sorry sorry sorry for not being able to answer sooner!
> 
> Shortly after I proclaimed that my Internet connection was back, I lost 
> it again. This time I won't say a word. Perhaps right now you are a 
> reading a letter delivered by a pigeon, who knows.

cool cool - i've been a bit busy to answer anyway :)

> Carsten Haitzler (The Rasterman) wrote:
> > On Fri, 15 Dec 2006 19:17:53 +0100 (CET) [EMAIL PROTECTED] babbled:H
> >> Why is creation of OpenGL rendering context handled by Evas (or whoever it
> >> is) itself? The user has a fine control of creation of X11 resources,
> >> therefore in my eyes it would seem a natural extension to this frame of
> >> mind that the user can control how GL resources should be handled also.
> >>     
> >
> > because a gl context is global. evas has no idea what the current context
> > color is, texture, multitexture mode, currently bound fragment shader, etc.
> > etc. etc.
> >
> > because it is a state engine that you change the state of - if evas comes in
> > not knowing the state when drawing, it will have to either reset every
> > possible known state value each time, or, as it does currently, manage its
> > own state.
> >
> >   
> >> My motivation for asking lies in the concept I proposed last I wrote,
> >> namely a video-processing framework based on a shared OpenGL context (i.e.
> >> indirect rendering which will make it possible to use textures,
> >> shader-programs etc shared between processes).
> >>     
> >
> > ok. now to this. the problem with this is that evas is meant to be
> > INDEPENDENT of its rendering engine at the api level. i am very loathe to
> > expose the engine to the evas api if i can. this means an evas program can
> > change engines at will and "just work" (tm).
> 
> I was fishing for this answer way back. Figured someone would come clear 
> eventually. Anyway, you are absolutely right. A videoframework shouldn't 
> depend on a GUI.
> In the audio world JACK (an out-of-process sound stream system) has 
> taken a different course, namely to let every node in the processing 
> graph (e.g. a sound filter adding echo to a signal) run as a separate 
> process with the GUI of its own choice, Gtk, Qt etc. So each node owns 
> an XWindow of it's own. Of course it puts a heavier load on the Window 
> Manager, since it now becomes in charge of giving the user a chance to 
> find his way through a lot of windows.
> DSSI (an in-process plugin-system) also lets the plugin handle it's own 
> GUI, which run in it's own thread.
> 
> I'll stick to this model.

this would be prohibitively evil in the world of evas - it gets a lot of its
speed from not going overboard in this regard. if anything you want a loadable
module at most. the issue here though is not if you make it a separate process
via ipc/shm or a thread or a loadable module. the problem is evas has no
CONCEPT of "shaders" (i like to call them filters). evas needs to have a
concept of filters added where one object can FILTER another (ie you apply the
filter object to another - it works like a clip object, BUT applies a filter
instead, like blur, bumpmap, sharpen etc. etc.). i would suggest that it be a
bit more rigid with specific well-known and used effects (as i just mentioned)
so they can be specifically implemented in the evas engines for just that
purpose. if you export a generic shader language you basically screw performance
outside of opengl permanently.

> > what you want is basically evas as a gl front-end for yourself, not as a
> > display independent canvas. now there is nothing wrong with that - but it is
> > not one of the goals of evas to do that. that is why you will not find the
> > gl context exposed and find it very hard to get TO internals. it's all
> > nicely abstracted away. now i do know what you want - you want to be able
> > to place a gl rendered scene (3d maybe) in a canvas. if its 3d you want -
> > then we are talking major nasty work as we then need to expose EVERY
> > engine, all the engine capabilities and ways in and out of that sanely. if
> > its just 2d - maybe its something that needs to go into evas anyway. i have
> > been considering filter objects for example that would provide filtering
> > like gaussian blur, sharpen, etc. etc. so maybe what you want is somewhere
> > on the todo in a more generic way? 
> 
> I can positively say that even just the basic needs skyrockets past what 
> any reasonably ordinary canvas engine needs to handle. 3D, 2D, dedicated 
> mask-generation, motion tracking and so on. The list is endless. It 
> would cause you more trouble than good to do that. But thanks for offering.
> 
> Regards, Rene Jensen
> 
> 
> 
> 
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-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    [EMAIL PROTECTED]
裸好多
Tokyo, Japan (東京 日本)

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