> The problem with using X is that it is not portable to other
> platforms...
> We already thought of the solution: use SDL in stead of X.
> Base your primitives on SDL, which is itself portable.
> Why switch back to X now?

The main problem with SDL is that it only really supports two
primitives (BitBlt and Rectangle Fill).  SDL support is good
for supporting non-GUI environments but it's not the best
solution in every case.

Being able to map the framebuffer directly into the guest's
address space would obviously speed up performance for those
modes that support it.

I think a combination of SDL and OpenGL would be pretty good
- the problem there is that, from the source, it looks like
OpenGL isn't supported by the SDL SVGALib and fbcon drivers.

Mike.

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