Sounds good.  I'll go ahead and start working on getting the EVAS_GL_APIs
first then.

Before I get started on that though, I thought it would be good to get some
image_object
semantics straight.   I actually had to guess a lot of the image_object API
semantics
to get it running and I think it'll be good to figure all those things out
and also do some
thorough testing.

For example,

Currently, evas_object_image_data_get()  doesn't work if you use the
evas_object_image_native_surface_set() function to set a texture.
Should it actually return the texture data?

also, what about when you resize the data?  how is it supposed to behave if
it calls
evas_object_resize()?  it seems to repeat the texture pattern if it's bigger
than the
fill size that i initially give.  is that correct?

Any thoughts on what should work and which parts are ok for us to ignore?

Suggestions on how I should go about testing and getting the semantics right
would
be much appreciated.

thanks!
Sung



I've mentioned in my previous
email thread that you would have to create a


On Thu, Apr 7, 2011 at 1:33 PM, Carsten Haitzler <ras...@rasterman.com>wrote:

> On Tue, 5 Apr 2011 10:53:45 +0900 "Sung W. Park" <sung...@gmail.com> said:
>
> > Great!  Yes, it's definitely not complete.  I'll try to tackle it one by
> one
> > as time permits.
> >
> > Sorry about the Warnings.  I was a little surprised with the lack of
> > warnings when I
> > compiled the code.  haha...  the -W* flags somehow managed to evade my
> > attention. I
> > sorta assumed that they were in there.   my script has been fixed now =)
> >
> > I see that you've fixed all the symbol warnings as well for the gl
> > extensions.  Thanks.
>
> sometimes i feel nice  and do this :)
>
> > ________
> >
> > Ok, so I think it would be good to list items that we should work on
> here.
> > Here are
> > some of the things that come to mind.
> >
> > 1. Provide a subset of GL APIs in Evas_GL.h.  I guess we'll have to
> decide
> > on what to
> > include.  And then also think about a set of helper functions.
>
> start with opengl-es2 calls and defined constants
>
> > 2. Integrate Evas_GL functionality to other engines. Software engine
> esp.?
> > - I think if we use Mesa, most of the GL code in the evas_engine.c in
> gl_x11
> > can be
> > reused even in the software backend.  Does that sound right?
>
> for context stuff - yes. for binding fbo. yes. BUT you'll need a way to get
> mesa's FBO ARGB pixel data to BE the pixel data of the image (same ARGB
> pixel
> format, same pointer etc.). that and fixing up mesa's gl symbols NOT to
> clash
> with a "real GL" via maybe dlopen(... RTLD_LOCAL); and literally stick
> those gl
> api calls in a separate table. how you may or may not get an FBO that mesa
> creates to become an evas image ARGB data (get access to the pointers
> themselves) beats me at this stage. this may require patches to mesa (or
> for
> mesa to USE evas's ARGB pixel pointer AS the FBO pixel data - the other way
> around). but it is possible as all the src for mesa is there.
>
> > 3. Fix any necessary FIXME's in the code. =)
>
> of course :)
>
> > 4. Implement an elm widget type of GLView library (but not an elm widget
> as
> > I think it's
> > unnecessary to make it an elm widget) that would help developers use for
> > simple GL rendering since EVAS GL is more low level.  I'm thinking a
> small
> > subset
> > of functions similar to what GLUT provides would be nice but this also
> needs
> > a round
> > of discussion.
>
> i'm up for this being an elm widget - it makes the most sense there. as for
> api
> that will turn up over time - like helpers from glut/glu etc. worlds...
> that
> will happen over time. to start implement just what's needed and build up
> from
> there.
>
> > Anything else?
> >
> > Thanks again.
> >
> > cheers,
> > Sung
>
>
> --
> ------------- Codito, ergo sum - "I code, therefore I am" --------------
> The Rasterman (Carsten Haitzler)    ras...@rasterman.com
>
>
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