On Mon, 9 Apr 2007 07:47:11 GMT "[EMAIL PROTECTED]" <[EMAIL PROTECTED]> babbled:

> 
> > > ok- started reviewing... and i'll basically cover as much as
> > > i had time to review here.
> > > 
> > > 1. shared evas image cache - good idea, BUT... has problems.
> > > ...
> > > ...
> > > ...
> > 
> >     No it won't work to use his caching code, as is, for some
> > of the other engines. But it can be made to work. One needs to
> > ....
> > ....
> 
>       Just to follow up on this a bit..
> 
>       Again, one could make it work (though it would require a bit
> of work, some re-structuring of current stuff, etc), but the real
> question here is wether this would be desirable to have or not.
>       One thing this would allow is for 'localized' image caches,
> eg. it would allow per-evas canvas caches if desired (and indeed
> his current sdl engine implementation has that), or per-'engine'
> (which is better, as far as memory use is concerned), etc.
>       It would also 'simplify' the caching code a bit as it would
> have a generalized form, and indeed it also depends on a generalized
> image structure.
> 
>       However, in the interest of expediting a "software_sdl"
> engine, I'd suggest that maybe it would be better if that part
> of it were left for another time, when such an idea can be looked
> at in more detail. :)

agreed. a generic caching mechanism beyond the basic one behind the common
argb32 code needs more discussion. as i have mentioned i see the need to make a
layer better than just the caches so far discussed. tile-based caches,
tile-based retrieval and storage of data so we can cache pre-scaled data, even
dynamically page image data from files "as needed" if you have massive images
for example etc.

>       Cedric: It seems to me that you don't really this for your
> engine - you don't really need to use an sdl surface for images
> that are created via the canvas api.. the only time I see that
> you really need to hold an sdl surface in images (say in the
> 'extended_info' pointer as you're now doing), is for images which
> are obtained from the target (display) surface, and such images
> don't need to use any cache aspects at all. If this is true, then
> you can just use the current 'generic' image cache - like the other
> software based engines do.
> 
>       Of course I could be wrong about this, it just seems that
> way to me from looking at the engine a bit. :)
> 
>    jose.
> 
> 
> 
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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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