On Tue, 2007-08-05 at 15:28 -0400, Jason Tackaberry wrote:
>    3. Lack of subpixel precision.  Makes stuff like the Ken Burns Effect
>       impossible (or possible, but lame).   However this is probably not
>       practical without a big evas rewrite.

I was thinking about this ...  it sounds like a lot of manual labor, but
wouldn't this just be a matter of changing the API and structs and
certain relevant internal functions to use float instead of int for
geometry?  Then the engines can either use the float precision or ignore
it.  e.g. for the GL engine, change glVertex2i calls to glVertex2f.

I suppose there would be some overhead with casting floats to ints for
those engines that don't implement subpixel precision, but I don't think
this would be a significant.

Comments?


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