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. _______________________________________________ directfb-users mailing list [email protected] http://mail.directfb.org/cgi-bin/mailman/listinfo/directfb-users
