On Fri, Jul 20, 2007 at 09:03:21AM -1000, Eric Firing wrote:
> Good, thank you.  This brings up the larger question of the major 
> redesign that is underway, and how to make sure we don't lose the 
> benefit of wonderful speedups like quadmesh.  How hard would it be to 
> translate it to use the swig-wrapped version of agg rather than 
> accessing agg directly via the present pycxx _backend_agg.cpp?  And how 
> much performance do you think would be lost?  Alternatively, is there a 
> better way to put the fast rendering capability in a smaller piece of 
> extension code that can be used in the new framework and that would not 
> rely on pycxx?  E.g., a small swiggable chunk?

It is a long time since I've looked at the code, and I wasn't even
the original author. Furthermore I don't know swig, nor am I particularly
familiar with pycxx, so I can't answer your question.  

I imagine given an agg context, however that is usually done, that a 
walk of some arrays is all we need to do.  Simplifying the 
representations on the python side will help a lot IIRC.   
The interface to my OpenGL plotter (not pylab enabled, sorry!) 
wasn't complex.

Anyway, I'll be gone next week until mid-August, so don't expect 
anything before the end of summer. 

        - Paul

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