Carsten wrote:
> .........
>>       Exactly. It's useful to have a variety of 'objs', some compound, 
>> some primitive, etc.
>> I think both an "svg" object (set an svg file/group, support affine 
>> transforms) and a "cairo"
>> object (an implicit cairo surface to draw on, set updates, etc), and 
>> other such, would be very useful.
>>     
>
> yup. i agree. (wow. we agree. i see hell freezing over! :))
>
>   
      :)  Don't agree too quickly though. What are the pros and cons of this
approach? There are other ways of doing this, ie. other apis that would allow
for obtaining further vgfx support.. and one must also consider aspects such
as the one I brought up on 'immediate-mode' drawing mechanisms. You and I have
talked about this before, but never reached a satisfactory solution on how to
obtain 'complex' drawings without having to have multitudes of evas objects (and
my part III proposal for one way to get that via a special "gfx" object is just
one possible way).

      Anyway, let me point out some pros to the 'vgfx' api I proposed:

1. It's an easy way to introduce such conepts and standard renderable primitives
   into evas, fitting well into evas' current "everything's an object" view.
2. It allows for re-use of current image and grad objects (ie. their defining
   properties) as paint sources, and can be easily extended to allow for other
   kinds of objects as paint sources if desired.
3. It allows for differentiation of transfoms, masks, filters for raster 
surfaces
   and (affine) transforms for vector objects.


      But it has cons as well - and in part this is related to the lack of an
abstract immediate-mode api for doing vgfx (or other) rendering, and mechanism
for creating new object types.

      If anyone has a different proposal for a 'vgfx' api for evas that would 
allow
for the current rect,line,poly, and possibly some new objs (path say), this 
would
be a good time to mention it. If not, then I'll give you another one shortly.

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