Quoting Lee Brown <[EMAIL PROTECTED]>:

> I think this is a neat thing.  I just checked out the web page. I've
> seen pics and anti-aliasing produces remarkable results. 
> 
> I am just curious about what exactly you are doing to port this to ggi? 

libart defines an ArtRender structure that is responsible to render objects
on a buffer, like a context. So I attach an ArtRender to the ggi_visual, make
it render directly in the visual framebuffer, and define wrappers around the
art_render_* api functions that take a ggi_visual instead of an ArtRender.

For now it only works if a linear framebuffer is available for the visual,
like for GGIMesa.

The only thing is that the rendering process is quite slow (cos libart is slow)
and I'm not sure if it can be easily accelerated. I just defined default stubs
that call libart_lgpl functions.

I still have a little thing to fix and I'll make a first version available.

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