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 -------------------------------------- Jabber: [EMAIL PROTECTED] MSN: [EMAIL PROTECTED] ICQ#: 17249123 Skype: gsbarbieri Mobile: +55 (81) 9927 0010 ------------------------------------------------------------------------- This SF.net email is sponsored by DB2 Express Download DB2 Express C - the FREE version of DB2 express and take control of your XML. No limits. Just data. Click to get it now. http://sourceforge.net/powerbar/db2/ _______________________________________________ enlightenment-devel mailing list enlightenment-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/enlightenment-devel