Gustavo wrote:

>>> ..........
>>>       
>>  Nonsense. It's just as possible to do vector stuff as raster
>> stuff with evas, api wise. It's just a pain to support all the
>> various engines people have been adding (in particular the
>> 16bpp ones which you pushed for and now have no interest in
>> supporting), and also to work with its primitive internal engine
>> func api which was designed a long time ago for a quick and
>> limited set of abilities. This latter wouldn't be such a big deal
>> to change if again there were fewer engines.
>>     
>
> Where do you want to go with this? I keep reading you complaining
> about 16bpp engine, actually you're the only one that seems to not get
> it right. Even raster got to understand with its purpose and accepts
> it, but you keep pushing against it. The purpose of this engine was
> never to be complete (no gradients), or super-correct (no smooth
> scale, no render ops, ...), but to be fast and cover the basics that
> embedded world uses, you could consider it a subset. And there are
> people using it, just not myself. Cedric uses it with SDL, Vincent and
> Lars use it with WinCE.
>
>
>   

   It's not a 'subset', it's crap. And completely unnecessary.
The return on their investment is a net negative, increasingly
heavier and heavier over time.
   Time and effort spent on those 'engines' would've been *far*
better spent in optimizing transform/sampling/compositing and
32->16 conversion, for the 'important' architectures.
   As to what Carsten feels now and/or earlier regarding these
'engines', only he can really say.

   Mind you there are too many engines period, it's just that
these engines have one particular aspect to them: they introduce
the 16bpp color space into input/src data, and doing so is what
amounts to a destructive result.


PS.
   Gradients are actually one of the few things that you *could*
add fairly easily to these engines, and have them look decent.
It's just about everything else that's a problem.



>   
>>  There's no loss and large gains in having evas support vgfx
>> directly, as well as further filter and other gfx notions. It's
>> not a problem at all. There is a bit of other stuff at the canvas
>> level that needs redoing if one wants to support complex gfx
>> operations on arbitrary objects, and some of the problems there
>> are due to the way smart-objects were implemented at the canvas
>> level. But again, there's nothing that can't be done, and done
>> quite efficiently - far more so than most current gfx libs do.
>>
>>     

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