hi!

i'd realy like to see wxArt2D getting cleaner and simpler to use.
especialy separating the lowerlevel parts from the tool-stuff, wiring
engine, etc.
splitting wxart2d into a few loosly conected libraries would be good i
think.

and wxGraphicsContext might help removing the renderengines.
(this part of the a2d-library seems to be matched by wxGraphicsContext)

tierra:
-if they've written their own little engine, it may be to their
advantage to move over to something they don't have to maintain to keep
up maintainence on the rest of the library and make it really useful


i've read the short discussion here from 02.Oct.2006 and got some fresh
info from #wxWidgets about the subject:



wxGraphicsContext INFO:
=======================


leio/kollivier:
-it uses cairo with wxGTK, GDI+ with wxMSW and CoreGraphics/Quartz on Mac.
-It does have antialiased capacity.
-well, if wxArt2D implements a canvas, it should use wxGraphicsContext
for the drawing bits
- text drawing is done like this: (pango -> fontconfig -> freetype I
think in linux case)
- linear gradients are done with 'CreateLinearGradientBrush'
- it would be a good default backend imho, as it ends up at the native
drawing primitives (cairo, GDI+, CoreGraphics)

tierra:
-most of the wxDC / wxGraphicsContext stuff in 2.8 supports not only
anti-aliasing, but also alpha transparency, on all platforms
-we implement our own canvas rendering system on top of wxDC calls (and
some platform-specific code for alpha support from back when 2.6 didn't
support this stuff)
-and plans are in place to eventually switch our stuff over to use
wxGraphicsContext


problems might be:

leio:
-AGG would be something that's used on all platforms (I think) to do
gradients and all that fun, but with wxGraphicsContext you end up in
different things like cairo or GDI+ doing that

tierra:
-cross-platform rendering engines gives programmers exact same rendering
results where use of wxGraphicContext / wxDC doesn't on each platform.
-using the CoreGraphics backend vs GDI+ on Windows can make a big visual
difference in lots of case
-if you use dashed lines for example, the difference is immediately
noticables

BUT

leio:
-if you have the choice of full 3D powered hardware acceleration with
some differences in the pixel-exact result of a (for example) gradient -
what would you choose?
-often the difference isn't perceivable by the eye


regards
k

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