Hi,

On Thu, Jan 26, 2012 at 00:22, Eric Wasylishen <[email protected]>
 wrote:
>
> I got opal and the examples to run on Jan 2 - try r34396. When I was
> working on it the dependencies listed in README were accurate; now Amr has
> added a dependency on corebase.
>

Updating opal to r34396 did not help. More carefully reading the errors, I
figured out the problem might actually be in corebase.

And so it was! CFStream.h was added to corebase, included from
CoreFoundation.h, but never actually listed in GNUmakefile. This resulted
in it never being installed. So I dug in and added it to "common.mk" in
corebase. Hope noone minds me committing it, since this got opal to compile
as well.

I'm not sure what Amr is planning to do with opal. I don't have a plan for
> it either, but I would like to see gnustep-gui use it.
>

Ditto. But I'd love it if it didn't become AppKit-dependent.
GSDisplayServer, GNUstepGUI and hence gnustep-back don't seem to be easily
usable without the entirety of gnustep-gui, which is a shame since all of
this could and should be reused in UIKit. When I catch some time, I'll
explore what can be done.

On Thu, Jan 26, 2012 at 12:24, David Chisnall <[email protected]> wrote:

> Absolutely.  Opal is intended to sit in the same place CoreGraphics does
> in Cocoa: below AppKit (or UIKit).
>
> The short-term aim (which has been a short-term aim for about two years)
> is for -back to be modified to just handle event handling and window
> management and delegate the handling of drawing to Opal.
>

If someone finally digs in and refactors -back, I'd love if it could --
along with GSDisplayServer -- be made as -gui-independent as possible.


>
> With regard to CoreAnimation, Banlu has some demos of rendering GNUstep
> AppKit views to OpenGL textures and then compositing and animating them.


I presume using [NSImage lockFocus]?


>  While it should be possible to get basic CoreAnimation stuff working
> without OpenGL (Opal already has CGLayer), I'm not convinced that it's
> sensible: Apple's CoreAnimation also uses CoreImage a lot, and CoreImage
> allows you to run OpenCL programs on the images - this is pretty trivial to
> implement for an OpenGL texture, but requires a bit effort for a Cairo
> pattern (you need to copy it - probably back from the display server - copy
> it to the GPU, run the program, and then do the whole thing in reverse).


I agree. Since I need it to work on UIKit, I planned to implement
CoreAnimation. I was going to make a "renderer" class which would establish
an OpenGL context and contain a layer that one can render into. This is
basically what Apple does on OS X with its CARenderer class and should be
relatively simple to implement.

In fact, I think this'll be the next thing I'll work on: just getting basic
compositing of CGImageRefs to work using a CARenderer, with CARenderer
using a pre-created OpenGL context (probably created with NSOpenGLView
since we don't use CGL).

-- 
Ivan Vučica - [email protected]
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