On Fri, Jun 13, 2008 at 1:40 PM, Jose Gonzalez <[EMAIL PROTECTED]> wrote:
>>>     Let's take a slightly different view on this and let's imagine
>>> for a moment that instead of the current 'poly-point-add' api, one
>>> had to 'set' a list of poly-points.
>>>     If one did have this, it would make it much easier to deal with
>>> the various ambiguities/inconsistencies of poly objs, because the main
>>> source of 'issues' really comes from mixing of calls to move/resize and
>>> calls to 'add' a point to an existing set. Indeed, it would be possible
>>> to support setting various kinds of poly-points, either concrete canvas
>>> coords ones and abstract [0,1] coord based ones as Cedric mentioned..
>>> and each would have its own well-defined semantics.
>>>
>>
>> That will definitively be a better idea, their would not be any more
>> question around what shoud we do when an evas_object_move or
>> evas_object_resize is done between two call to point_add.
>
>     I agree, it seems like the best way to go with this. Note
> that, as I mentioned, one could have the ability to set different
> kinds of poly-points.. so if one did want to have that (not sure if
> it's woth it, but just in case), then the 'set' function would
> need to specify which kind is being set. I think one might as well
> start with canvas coordinate floating point values for the poly-
> points, ie. they would represent canvas pixels with sub-pixel coord
> values as well.. just need to make sure the software drawing routine
> can do that - eventually anyway.
>
>     Want to give the api part a shot? :)

As nobody jumped on the discussion, I guess we are the only one
interrested on this subject. So we are ready to give the API a shot.
Regarding it, I think expressing it as an array of floating point
coordinates inside the geometry of the object should be a good way to
go ? So resizing should work easily that way. And it should also be
easier to add it to edje also. What's your opinion on this ?

>>>     This actually brings up an issue which is relevant to poly objs
>>> as well, ie. of a 'good' software implementation for aa 'drawing' of
>>> polys, paths, ...
>>>
>>>     There are many such implementations (good or bad) around, I may
>>> even have one or two buried somewhere, but for this I think a good
>>> start would be some work that's in the "enesim" lib (though I think
>>> what's there is from somewhere else). I'd say it might be a good idea
>>> to see if the implementation there could be used in evas for its poly
>>> filling.
>>>
>>>     Whether enesim, or something like it, could/should be used as
>>> an (external) engine for evas' software gfx is an interesting question.
>>> But if so, then it would be useful to slowly try to make both ends
>>> meet.. hence this would be a good start. And if not, then at least
>>> evas might benefit from a better poly filling implementation.
>>
>> I think both change are needed internal implementation and external
>> API. I have some idea for the GL engine but absolutly not for the
>> software implementation. So we could start by changing the external
>> API and then update it's internal by having a much better/faster
>> software implementation. And it would be cool if we can reuse the work
>> that as already be done by other, and well done.
>
>     The use of better software, and/or gl, gfx 'engines', along with
> external immediate-mode apis for these would be very useful eventually.
>     As to the software drawing routine for poly filling being better/
> faster... well, 'better' maybe in that it would do aa and sub-pixel
> precision vertices.. but not faster, no way. The current one is so
> simple -- it could be made a bit faster here and there, but not by
> adding aa or supporting sub-pixel precision vertices. The hope is
> that it would be 'good enough'. :)

Well adding aa would be nice, it could be the default case, but we
should be able to deactivate it. A little bit like the smooth flag on
image object I think. So do you have some time to help me work on this
?

-- 
Cedric BAIL

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