The two mages were not powerful by reputation, or in fact.
Being just druids without spellbooks or powerful charms, this 
winter they meet to enchant the annual ritual calling forest 
Sprites, BSEasts, HobBLTs, and other creatures out from the Olden 
Glade, where they had disappeared to in the ancient days.  Many 
thought this futile, and indeed, many had left the forest 
listless, to travel among the dri, mundane world.  And alas, the 
great wizards that had dwelled these lattitudes were busy fighting 
wars we mortals cannot comprehend.  But these, two of the last 
keepers of a beautiful faith, are determined not to let the 
forest die.

Little do they know that this was the day that the Great
Goddess of Incandescence was prophesied to bear a child.  Even
less do they expect the surge of power that flows from the ground
where they have cast their spells, until they must sheild their
faces from the heat, and the very dirt becomes a rising pillar
of shining orange glass.  It was also prophesied that it would
be a hard birth, and that the child would take slowly to existing
on the physical plane.  The mages struggle to remember some
of the spells they had heard the wizards use when helping a 
spirit maintain a form in three dimensions, and they must
get them at least half right, because, though the thing that 
now stands in front of them is certainly no creature of beauty, 
and though it howls and makes tortured screams to the mages, 
the sky does yet open, and the voice of the Goddess does come 
forth saying "This newborn of mine, he shall be Galloc, and all 
will know him as the arbiter of mages.  Though he be
weak and clumsy now, he will consume dissonance, grow strong
and wise, and leave order where he treads, until one day he 
will sit in the very center of the Great Giant Eye."

All this, is just really the proper ggi-develop way of saying:

"LibGalloc ALPHA Release"  (Christoph Egger and Brian Julin)

http://mojo.calyx.net/~bri/projects/GGI/libgalloc.tar.bz2

What is GAlloc?  GAlloc is a Graphics Allocator.  It defines
a way for many concurrently loaded extensions and the application
itself to all make a grab for resources (sprites, VRAM, Z-buffers,
motion video windows, etc.) without grabbing too much and preventing 
each other from working.  It will also support more advanced mode 
setting, like requesting specific pixel formats/endiannes/buffer 
layouts.  The sky is the limit.

In this release:
* (we think) a stable function/structure API.
* X target by Christoph Egger.
* Half of an fbdev target by me (checkmode only).
* It compiles!  It doesn't segfault!  (err... much.)
* and a horrible dirth of documentation.

(Alpha, as in, don't expect correct or thorough behavior.
 This release is for the morbidly curious.)

--
Brian



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