Carsten wrote: > ... what would be the right way would be to allow new extended > objects (smart objects) to set rendering calls - the same way > evas internal objects do, and then do their own rendering. > breaking this out to a nice public api would be really nice and > allow for objects built on a non-stateful (immediate mode) > rendering model to exist and be efficient without HAVING to render > to a buffer. this would mean breaking out the engine drawing calls > and surface creation/destruction etc. into evas api.
Yeah, would be good to have. But just getting render-pre/post funcs for smarts, and implementing 'native surfaces' would be very desirable as well, since buffered drawing is *very* useful for many things. It's also easier to do, and needed in order to have engine- specific sub-canvases. Either way, this would allow for engine-specific extensions for evas.. wrapping things adequately would allow for things like say an "evas3D" lib if really desired. I have a question for you on this though: I imagined having 'native surface' image obj api given in each of the engine headers, but you added a generic evas api for it.. What exactly do you have in mind here? eg. say with gl-textures? There must be plenty of gl addicts out there who would love to start doing their rtt 3D stuff with a gl-x11-evas. :) _____________________________________________________________ Be your own boss today! Easy startup businesses. Click here. http://thirdpartyoffers.juno.com/TGL2121/fc/Ioyw6i3l5i5ETtM15PrOl2jcouG108VB7tTMRbBeTCnS8KunaIB3Dq/ ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ enlightenment-devel mailing list enlightenment-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/enlightenment-devel