On Mon, 10 Mar 2008, [EMAIL PROTECTED] wrote:

>       Ummm.... I'm not sure I follow you here at all. What you've
> mentioned above seems far more reaching - not quite just dealing with
> implementing image obj 'native surfaces', which is what I was wondering
> about here.
>       Maybe the other engine-ers (Cedric, Vincent, Gustavo) can give
> their own views here as well, but let me just be a bit more specific as
> to how I'd imagined this and see if it makes sense.
>
>       By 'native surfaces' I'd meant things like xrender pictures,
> gl textures (maybe pbuffers), sdl surfaces, etc. So, more like engine-
> renderer specific 'buffer surfaces'.
>       One'd then have get/set functions for image objs of 'similar'
> evas engines (xrender-x11, gl-x11,...), along with various specialty
> funcs to query whatever extra stuff specific such 'surfaces' might
> have (eg. wether a gl texture is an nv-rect, its actual size, etc).
> Ideally, there would also be given a means to convert such surfaces
> to argb data (wether exposed or just internal).
>
>       I'd imagined these funcs in each engine header, nothing at all
> in the general evas api, and one would implement the funcs in the
> engine modules, likely via the use of a new 'object function' to get
> an evas object's 'engine_data'.
>
>       Or at least, that's more or less what I envisioned for these.
>
>       Then go from there and build things like an evas-3D lib if
> desired.. possibly dependent on gl but able to render to any evas by
> say rendering to a gl buffer and getting argb data if need be, or some
> other way..

just to mention that the direct3d engine can also do (obviously) 3d. 
Currently, the d3d engine can not, but i have a new engine which uses 
vertex buffers, like the open gl ones. Maybe it would be interesting to 
support both api.

maybe we whould also look at gallium for 3d.

Vincent

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