> Bill mentio.ed that some engines reneder into RAM and copy a single
> rectangle to the screen. Also, converting everything to ARGB internally
> seems like a good idea. Future 'beautiful' widgets will likly be drawn
> with scaled images instead of lines anyway, so FLTK compositing should be
> really fast doing that. Transparency also plays a huge role here.
> 
> So:
> O. Fast bitmap handling
> O. Compositing in RAM
> O. Must still run on embedded systems
> O. Support for multiple 'surfaces' like Cairo and OpenGL
> 
> Suggestion:
> O. Current interface using drivers is already good
> O. Improve bitmap capabilities
> O. Improve offscreen rendering
> O. Seperatedrivers into their own modules
> O. Add minimal driver that can be used as a base for all other
> implemetations (i can do that)
> O. Add Cairo driver and OpenGL driver


This all sounds like good stuff.

One thing in particular that I find with the current offscreen mechanism (at 
least on Windows, not sure about others) is that if I create an offscreen 
"window" and then draw into it in various widgets, then when I display the 
content of the offscreen surface, and GL drawing is just blank rectangles, so 
clearly I'm not understanding how to get GL to render into our offscreen, and 
that is a nuisance...

If we opt for all our rendering to be composited in some RAM buffer before 
display, then I guess we need to get on top of the GL aspects of that too?




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