Hi, just to let you know:
We switched from DirectFB to AGG (www.antigrain.com). It's an advanced graphics engine that is entirely written in pure C++ and works on any platform. It provides anti-aliasing with sub-pixel accuracy (256 sub-pixels per pixel) and is known for it's very fast and accurate anti-aliasing algorithms. Besides of that it's extremely flexible. I'm sure it provides everything required to render Flash scenes (the author wrote even a little Flash rendering demo). Also, it's completely hardware-independent because it simply renders into a chunk of memory. That can be the framebuffer itself, DirectFB or any in-memory buffer (double buffering) and of course can be blitted to a GTK/GDI/whatever window. With other words, it could be the universal software rendering backend for any situation. The licence seems to allow direct integration into Gnash and the library does not have any dependencies except for FreeType since we need to render text. That's why we think AGG is the ideal backend solution for Gnash. The downside is that it is rather difficult to learn and use at first. It took me a whole day just to figure out how to draw a simple brezenham line. So far we can render SWFs with lines, splines and such and it looks very well. I think shapes will follow very soon. It would probably be best if Flash splines would be passed as such to the backend since AGG can render them already (and better). I guess we'll have to wait for the new backend structure. Hope you like this, Udo _______________________________________________ Gnash-dev mailing list [email protected] http://lists.gnu.org/mailman/listinfo/gnash-dev

