On 5/28/07, Jason Tackaberry <[EMAIL PROTECTED]> wrote:
> 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.

I'm not sure about overhead, need to evaluate on small/embedded
devices (I'm more than surprised by the bottlenecks I've found while
running on omap2420/arm6/maemo).

As for API, most places uses Evas_Coord, which now is typedef'ed to
int but some code I read uses 0.0, so maybe it it's/was designed to
run as float if desired. There is even a translation of world-evas
coordinates, now it's dummy.

-- 
Gustavo Sverzut Barbieri
--------------------------------------
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