I have an existing graphics library for an embedded system, and I would
like to provide an implementation of the API using DirectFB. However,
there are two features that I haven't yet been able to work out how to
do using DirectFB:

1. Provide a double-buffered interface to a graphics layer that exposes
   full draw/read/write capabilities of the visible (front) buffer as
   well as the hidden (back) buffer. From my reading so far of the
   DirectFB API, all drawing operations are on the hidden (back) buffer
   of a double-buffered surface, and the only access to the contents of
   the visible (front) buffer is read-only access via
   IDirectFBSurface::Lock(). I can't see a way to, for example, blit
   from an off-screen surface directly onto the visible buffer of a
   surface.

2. Provide a multiple buffered graphics layer with 4 buffers. I see
   that it's possible to pass the DLBM_TRIPLE flag to
   IDirectFBDisplayLayer::SetConfiguration(), but I would like to use
   4 buffers.

Any help much appreciated.

Regards,
Matt.


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