On 12/5/05, Benjamin Herrenschmidt <[EMAIL PROTECTED]> wrote: > There is little point nowadays in implementing Bresenham, polygon > drawing, arcs, etc... those things aren't used anymore, so unless you > wnat a 10000fps xtank, there is little point in doing a full featured > "old style" 2D engine. It's fairly important to implement a good Render > acceleration though. This is typically done using the 3D engine (which > gives you the matrix transformations pratically for free), alpha > blending, if possible component alpha, etc...
That's good. We basically have a fixed-function 3D fragment shader (triangle/quad rasterizer on the front end). You can do all sorts of 2D stuff, like line segments, but it's slightly akward, since you're filling in all sorts of 3D rasterizer parameters to do something that would otherwise be simple with a 2D engine. Our engine was spec'd by members of this list, who have expertise in what Linux users need, so it's no surprise that we got it right. :) _______________________________________________ Open-graphics mailing list [email protected] http://lists.duskglow.com/mailman/listinfo/open-graphics List service provided by Duskglow Consulting, LLC (www.duskglow.com)
