On Wed, 11 Jun 2008 17:38:35 +0200 "Cedric BAIL" <[EMAIL PROTECTED]> babbled:

> Hi,
> 
>    I wanted to improve evas polygons. In the current situation, we
> need to setup and destroy each polygon every time we call evas_render.
> It would be nice to make it survive during two call to evas_render and
> being able to modify it a little bit. Moving it around and adding
> point would be nice to have. So here is a patch that just give this
> possibility. Older code should still work fine, but as I only know one
> app that use it (expedite) I need your comment on this stuff.
> 
>    Of course, this improve speed for the OpenGL engine from something
> around 650 to something around 800.
> 
> As always have fun with this patch :-)

this is fair enough. being able to move a poly around is useful - and resize
would also be... :) but isn't implemented in this patch. the polygon code
frankly is nothing more than a checkbox item tho... that's why its so poorly
handled and supported. jose has some good points - he's right. returning a list
would be useful. i tried to make it as simple as possible as i really had no
need for vector graphics (when i wrote it) so to keep support to a minimum.

overall it may be a good idea just to put this on hold for a whole
vector-graphics revamp of evas? maybe replace poly objects with "vgfx" objects
that can contain whole paths, with gradients, etc. etc. and multiple paths etc
(ie a vgfx object could be a whole svg graphic for example, or multiple vgfx
objects could produce a svg object etc.)

so you basically move/resize the vgfx object - it is more of a classic object
and behaves like one (like an image object). to modify the polygon - or vgfx...
you dig into the vgfx object and play around... this would also nuke the line
object (probably a good thing!)...

and this of course links on to later threads.... :)

-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    [EMAIL PROTECTED]


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