On Tue, 1 May 2007 02:53:52 GMT [EMAIL PROTECTED] [EMAIL PROTECTED] babbled:
Simon wrote:
Actually, what I really want is a GL engine that is not aware
of the rendering-target, i.e. an engine that can render
indifferently to the backbuffer, to the fronbuffer, to a texture,
to a
Here, the void *engine_data holds any engine specific
stuff, eg. for the xrender based engines this would be similar to
the current XRImage structure (minus certain things).
actually - this is a problem. you need to be able to have MULTIPLE
engine share the same cached image
On Mon, 30 Apr 2007 12:34:25 +0900,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :
On Wed, 25 Apr 2007 01:17:56 +0200 Simon TRENY [EMAIL PROTECTED]
babbled:
On Tue, 24 Apr 2007 14:41:22 +0900,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :
On Mon, 9 Apr 2007
Simon wrote:
Actually, what I really want is a GL engine that is not aware
of the rendering-target, i.e. an engine that can render
indifferently to the backbuffer, to the fronbuffer, to a texture,
to a pbuffer... and independently of the windowing system used.
Here would be the
On Wed, 25 Apr 2007 01:17:56 +0200 Simon TRENY [EMAIL PROTECTED] babbled:
On Tue, 24 Apr 2007 14:41:22 +0900,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :
On Mon, 9 Apr 2007 10:16:56 +0200 Simon TRENY [EMAIL PROTECTED]
babbled:
On Fri, 6 Apr 2007 15:21:52 +0200,
On Wed, 25 Apr 2007 04:19:06 GMT [EMAIL PROTECTED] [EMAIL PROTECTED]
babbled:
No it won't work to use his caching code, as is, for some
of the other engines. But it can be made to work. One needs to
Just to follow up on this a bit..
Again, one could
On Tue, 24 Apr 2007 17:33:11 -0500,
Nathan Ingersoll [EMAIL PROTECTED] wrote :
On 4/24/07, Simon TRENY [EMAIL PROTECTED] wrote:
from this:
1. Creation of a drawable
2. Creation of the GL-engine from the drawable
3. While (1) do { engine-render() }
to this:
1. Creation of a
Simon TRENY wrote:
On Tue, 24 Apr 2007 17:33:11 -0500,
Nathan Ingersoll [EMAIL PROTECTED] wrote :
On 4/24/07, Simon TRENY [EMAIL PROTECTED] wrote:
from this:
1. Creation of a drawable
2. Creation of the GL-engine from the drawable
3. While (1) do { engine-render() }
to this:
1.
On Wed, 25 Apr 2007 17:19:25 +0200,
Sebastian Dransfeld [EMAIL PROTECTED] wrote :
Simon TRENY wrote:
On Tue, 24 Apr 2007 17:33:11 -0500,
Nathan Ingersoll [EMAIL PROTECTED] wrote :
On 4/24/07, Simon TRENY [EMAIL PROTECTED] wrote:
from this:
1. Creation of a drawable
2. Creation of
Cedric's sdl engine email/patch has been hijacked into
a bitter battle over evas and opengl :)
Simon wrote:
It would indeed make the engine generic but then, if the engine
swaps the buffers by itself, the Evas couldn't be integrated in
an OpenGL application: here is how we
On Wed, 25 Apr 2007 18:56:25 GMT,
[EMAIL PROTECTED] [EMAIL PROTECTED] wrote :
Cedric's sdl engine email/patch has been hijacked into
a bitter battle over evas and opengl :)
Simon wrote:
It would indeed make the engine generic but then, if the engine
swaps the buffers by
About your second point, The gl-engine can render to a texture or a
pbuffer, there is no problem with this, as long as it doesn't swap
the buffers. But as raster said, it is not possible if we want to
get good performances with OpenGL, rendering to a texture is slow
as hell (don't know muck
I wrote:
I don't know Simon.. want you want is certainly 'seductive'
in its own way - it does have a lot of good aspects -- but I wonder
if it's maybe just more gl-convenient than really necessary.
On the other hand While I think that engine specific
buffers, both as
On Mon, 9 Apr 2007 10:16:56 +0200 Simon TRENY [EMAIL PROTECTED] babbled:
On Fri, 6 Apr 2007 15:21:52 +0200,
Cedric BAIL [EMAIL PROTECTED] wrote :
I did visit the sdl website, and there seems to be mention
of using OpenGL with SDL... Is it possible to maybe also have
a gl_sdl version
On Sat, 7 Apr 2007 11:20:24 GMT [EMAIL PROTECTED] [EMAIL PROTECTED] babbled:
ok- started reviewing... and i'll basically cover as much as
i had time to review here.
1. shared evas image cache - good idea, BUT... has problems.
...
...
...
No it won't work to use his
On Wed, 11 Apr 2007 00:11:40 GMT [EMAIL PROTECTED] [EMAIL PROTECTED]
babbled:
can you be specific as to what is making things complex?
Carsten wrote:
... what your cache doesn't handle is if you have 2 or 3
or 4 different engines when 2 of them are NOT software engines
and
On Tue, 24 Apr 2007 14:41:22 +0900,
Carsten Haitzler (The Rasterman) [EMAIL PROTECTED] wrote :
On Mon, 9 Apr 2007 10:16:56 +0200 Simon TRENY [EMAIL PROTECTED]
babbled:
On Fri, 6 Apr 2007 15:21:52 +0200,
Cedric BAIL [EMAIL PROTECTED] wrote :
I did visit the sdl website, and
On 4/24/07, Simon TRENY [EMAIL PROTECTED] wrote:
from this:
1. Creation of a drawable
2. Creation of the GL-engine from the drawable
3. While (1) do { engine-render() }
to this:
1. Creation of a drawable
2. Creation of a GL-context from the drawable
2. Creation of the GL-engine
3. While
On Tue, 10 Apr 2007 10:23:06 +0200 Cedric BAIL [EMAIL PROTECTED] babbled:
On Saturday 07 April 2007 11:21:22 Carsten Haitzler wrote:
On Wed, 21 Mar 2007 16:58:15 +0100 Cedric BAIL [EMAIL PROTECTED]
babbled:
ok- started reviewing... and i'll basically cover as much as i had time to
Cedric wrote:
this is why there is a specific engine copy wrapping the image
- the RGBA_Image just acts as a source of RGBA pixel data.
the wrapping engine image colds a pointer to that plus engine
specific data. the image is also looked up not just by filename
+ key, but ALSO
On Wednesday 11 April 2007 09:41:22 [EMAIL PROTECTED] wrote:
Cedric wrote:
this is why there is a specific engine copy wrapping the image
- the RGBA_Image just acts as a source of RGBA pixel data.
the wrapping engine image colds a pointer to that plus engine
specific data. the
But the 'problem' goes deeper than that. Right now the
argb data itself (ie. the result of loading things given only
the file/key/load_opts combo) may be shared by several cached
engine images, ie. images which have the same file/key/load_opts
but could have different 'displays' say,
On Saturday 07 April 2007 11:21:22 Carsten Haitzler wrote:
On Wed, 21 Mar 2007 16:58:15 +0100 Cedric BAIL [EMAIL PROTECTED]
babbled:
ok- started reviewing... and i'll basically cover as much as i had time to
review here.
1. shared evas image cache - good idea, BUT... has problems.
Carsten wrote:
... what your cache doesn't handle is if you have 2 or 3
or 4 different engines when 2 of them are NOT software engines
and both want DIFFERENT private engine data (a pixmap, render
picture, texture etc.). they share the RGBA_Image but they are
not able to share
ok- started reviewing... and i'll basically cover as much as
i had time to review here.
1. shared evas image cache - good idea, BUT... has problems.
...
...
...
No it won't work to use his caching code, as is, for some
of the other engines. But it can be made to work. One
On Fri, 6 Apr 2007 15:21:52 +0200 Cedric BAIL [EMAIL PROTECTED]
wrote:
Well for some crazy idea. I did notice that many little 2D game on
Linux are using SDL,
And some big ones. Unreal Tournament 2004 at least is written to use
SDL for the Linux version. Dunno what they use for the Windows
On Fri, 6 Apr 2007 15:21:52 +0200,
Cedric BAIL [EMAIL PROTECTED] wrote :
I did visit the sdl website, and there seems to be mention
of using OpenGL with SDL... Is it possible to maybe also have
a gl_sdl version of the engine.. ie. one which would presumably
use some gl rendering?
I
On Wed, 21 Mar 2007 16:58:15 +0100 Cedric BAIL [EMAIL PROTECTED] babbled:
ok- started reviewing... and i'll basically cover as much as i had time to
review here.
1. shared evas image cache - good idea, BUT... has problems. it's no different
to what engines do, but in reverse. engines just wrap
Cedric wrote:
I finally got a SDL Engine running and starting to look
correct. I did split it in 3 patch.
- evas_cache_image.diff: Add a global cache for image mechanism.
I hope it could be shared with other engine and reduce their
code complexity. This cache works
On Friday 06 April 2007 09:58:26 [EMAIL PROTECTED] wrote:
Cedric wrote:
- evas_cache_image.diff: Add a global cache for image mechanism.
I hope it could be shared with other engine and reduce their
code complexity. This cache works more like the one from FreeType,
you request
You're using the image struct's extended_info pointer,
in the sdl engine, to hold an engine-specific surface (namely,
an sdl surface), I added an extra void *engine_surface for
this (I did it for the xrender and gl engines), since the
'extended_info' pointer was likely intended to
On Wednesday 21 March 2007 16:58:15 Cedric BAIL wrote:
- evas_cache_image.diff: Add a global cache for image mechanism.
I hope it could be shared with other engine and reduce their code
complexity. This cache works more like the one from FreeType, you request
image/operation from the
On 3/21/07, Cedric BAIL [EMAIL PROTECTED] wrote:
Hi everybody,
I finally got a SDL Engine running and starting to look correct. I
did split
it in 3 patch.
- evas_cache_image.diff: Add a global cache for image mechanism.
I hope it could be shared with other engine and
On Wednesday 21 March 2007 18:18:41 you wrote:
On 3/21/07, Cedric BAIL [EMAIL PROTECTED] wrote:
Hi everybody,
I finally got a SDL Engine running and starting to look correct.
I did split it in 3 patch.
- evas_cache_image.diff: Add a global cache for image mechanism.
Hi everybody,
I finally got a SDL Engine running and starting to look
correct. I did split it in 3 patch.
Wow. That's remarkable work Cedric. :)
I have a very 'naive' question for you though: What exactly
is SDL, and why do people find it an interesting
On Wed, 21 Mar 2007 21:36:08 GMT [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
I have a very 'naive' question for you though: What exactly
is SDL, and why do people find it an interesting dsiplay target/
rendering engine... ??
http://en.wikipedia.org/wiki/Simple_DirectMedia_Layer
and not only games, but a lot of softwares, like image processing,
special effects and videoconferencing (my work for now :) )
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