Gustavo wrote:
> so, how to speed up text rendering? raster suggested me to create a
> render cache so scaling, font and etc would be cached and maybe ...
There are several basic ways, associated with 'caching',
by which drawing styled text could be optimized.
1. At canvas level, 'draw' to engine provided "render buffers",
and cache these on a per-obj basis as need be.
pros. Easiest to implement.
Would provide such buffers for other uses.
cons. Some engine renderers, eg. gl, would need work.
More mem use per-text-obj.
Possible issues with some render-ops.
A 'coarse' kind of optimization, more involved
at the canvas level.
2. Cache styled glyph 'components' as alpha (and/or color) masks.
pros. Fastest way to draw large amounts of styled text.
Least per-text-obj mem use.
Can be extended to cover other text styling.
cons. More involved implementation.
3. Similar to 1, but cache result of drawing, at engines level,
to alpha (and/or color) buffers, using separate buffers for
style 'components'.
pros and cons. Between those of 1 and 2 above.
Or any combination of the above.. as desired on a per engine
renderer basis.
In general, 'object rendering', at the canvas level, should
be 'atomic' -- ie. avoid drawing manipulations (that involve an obj's
internal state) at the canvas level.
Many extensibilty and optimization issues that evas has, stem
from doing drawing manipulations at the canvas level.
1 above would bypass having to make text drawing atomic, but
would be the easiest one to do.
jose.
-------------------------------------------------------------------------
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
[email protected]
https://lists.sourceforge.net/lists/listinfo/enlightenment-devel