Op dinsdag 24 oktober 2006 14:46, schreef Nicolas Boulay: > I have heard that the big difference with games is that 3D desktop use > very large texture. . So you need enough memory and enough memory > bandwith or a clever texture management.
Yes, in a classic sense like with Qt 4.2 and future x.org the CPU would do most rendering and generate large bitmaps which you want to cache and move around needing as much vram as you can supply. Small screen update changes would cause discarding large bitmaps and cause high bandwidth needs. But this is about SVG rendering on the GPU, live zooming SVG icons, SVG icon changes (like percentage indication of task ready progress seen in icon art), the new 'Start' or 'Kicker' bar at the bottom of your screen to become SVG, the new plasma bonus and fun applications (curently still known as Konfabulator and Mac OS X Widgets) being SVG shapes and interfaces. The more complex SVGs get, either because of beauty or just by 'amature add lots of cool stuff without cleaning up' design, the slower they render, easily falling behind live rendering. Optimizations or knowing and minimizing bottlenecks on the OpenGL implementation will help a lot. Dennis P _______________________________________________ Open-graphics mailing list [email protected] http://lists.duskglow.com/mailman/listinfo/open-graphics List service provided by Duskglow Consulting, LLC (www.duskglow.com)
