Gustavo wrote:
> Join late the discussion and badly starting with a top-post, I think
> that trying to make Evas a canvas that supports both raster, vector
> and maybe other (3d?) is bad, it will increase complexity, decrease
> performance or both.
>
>   

      Increased complexity, yes - in the sense that the api is somewhat larger
and internals have to deal with more options. But performance would actually
go up a bit when restricted to what's supported now.
      Actually, evas is really a vgfx canvas lib now - its image objects are
really the same as a rectangle filled with a pixmap paint set to repeat, its
grad objs similarly except filled with a gradient paint, its rectangle objs
are just simple color filled rects, and similarly for its line, and poly objs.
It's just a *very* simple vgfx canvas lib, exposing very few gfx abilities -
no stroking (except for the trivial case of thin lines), no transforms, etc.

      Part of the reason I would've liked evas to have a kind of 'object model'
for its core is precisely to better deal with a larger api and more complex
internals that could benefit from differentiation of types.


> If we add means to easily integrate with cairo, antigrain or other
> vector libraries, maybe later add some ways to hook opengl surfaces,
> it will be enough... it's already enough to SDL and lots of other
> similar libs. It's a start, we can use it as a prototype, and it's
> easier to to, basically just need to wrap these into images.
>   

      Things like cairo and antigrain and gl are immediate-mode gfx libs,
you can "integrate" with them in various ways, but that's not providing
more extensive *retained-mode* vgfx apis - ie. at the canvas level. That's
what qt wanted and thus developed its qgraphicsscene, it's what gtk desperately
wants and is trying with goocanvas, hippo canvas, pigment, clutter, ....
it's what MS wanted and developed wpf/silverlight, it's what Sun wants and
developed javafx, etc.
      Now, 2D vgfx has certain limitations, in particular it tends to lack 
support
for projective transforms as many want in order to simulate basic 3D perspective
kinds of effects. So, many want to add such support in various ways. Sun's 
JavaFx 
and Adobe's Flash are trying to add it via filters - since they've already
committed to a straight 2d vgfx model for their 'canvas' model, clutter does it
differently, qt allows them as transforms in certain ways, etc.

     But, it's what everyone wants in order to be able to create far "richer"
graphical content - gui, presentation, or otherwise.


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