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 both want DIFFERENT "private" engine data (a pixmap, render
> > picture, texture etc.). they share the RGBA_Image but they are
> > not able to share the private engine data for the image - you need
> > to keep both bits of private enigne data - that is what each
> > engine's wrapping basically does. secondly for some engines
> > there may need to be MULTIPLE private copies - different visuals,
> > colormaps etc. for example. different screens etc. this here is
> > actually a current bug in the RGBA_Font stuff - the way i did the
> > engine specific glyph painting callbacks means only 1 engine can
> > place private data there. i need to fix this - but it would be
> > bad to let the same issue creep in for something bigger like
> > images  :) 
> 
> > 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 by engine specific properties too.
> 
>       Yeah. Except that the 'sharing' of the image cache across
> engines of different 'types', while desirable from certain points
> of view (and it's initially the way I thought things should work),
> is now becoming a source of complexity and 'issues' for me with
> other things.
> 
>    jose.
> 
> 
> 
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-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    [EMAIL PROTECTED]
裸好多
Tokyo, Japan (東京 日本)

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