As far as I understand, EVAS defines a scene graph oriented rendering model.
It's purpose is pretty much different from GGI's, and I would not call it
'better'. It's just a higher level display abstraction.

I haven't checked EVAS and know nothing about it, but the problem I see
is if rasterman defined his own rendering primitives and graph structure,
how can he be sure that his model will fit well in every hardware or formal
specification. I'm not only talking about primitives, but more importantly
how you access and modify elements in the scene.

Moreover this model is not handy in every situations (a good ol' shoot 'em
up game). If he needs to add lower level access, the API has a good
chance to become bloated.

I think this kind of functionnality would rather can be added later to ggi
via its extension system (see for example the libggi3d project). You could
implement such a model by maintaining a SVG graph. Now the problem is
to get hardware acceleration nicely.

my 2 cts. Steffen probably has better thoughts on this since the scene graph
concept is used in Berlin. I think it's used in Apple MacOsX too (aqua).

Eric.

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