On Fri, Nov 13, 2009 at 11:14 AM, Carsten Haitzler <ras...@rasterman.com> wrote:
> On Fri, 13 Nov 2009 10:47:41 +0800 Brian Wang <brian.wang.0...@gmail.com> 
> said:
>
>> On Fri, Nov 13, 2009 at 8:59 AM, Carsten Haitzler <ras...@rasterman.com>
>> wrote:
>> > On Thu, 12 Nov 2009 12:07:17 +0800 Brian Wang <brian.wang.0...@gmail.com>
>> > said:
>> >
>> >> [ snip ]
>> >> > I really want to know screenshots of it. Really, Raster would know the
>> >> > lack of dithering and blockier gradients because he has "eagle's
>> >> > eyes", but generally you see minor glitches most people will not
>> >> > notice. The biggest one so far is blending white on white, but I even
>> >> > worked it around and it should handle this special case (giving you
>> >> > white instead of green-ish gray).
>> >
>> > "use the 32bit software engine" is my advice. yes. it is slower. but the
>> > quality is higher and it is complete. the things you see in these shots 
>> > are:
>> >
>> > 1. 16bpp engine does no smooth scaling. so scaling is nearest picking of
>> > pixels always. if smooth is set on or off.
>> > 2. the font garbage is the 16bpp enigne not handling bitmap fonts. the 
>> > 32bpp
>> > engine does, if the font has a bitmap for a glyph.
>> > 3. imges are converted to 16bpp (from 32) on load with dithering. thus the
>> > odd colors and "boxy speckles".
>>
>> Both worlds are good!  I will make 'static' applications run with
>> 32bpp engine and 'moving' apps run with 16bpp (lists apps).  It's hard
>> to ditch either of them.
>
> well - me. i would ditch the 16bpp one. but.. as long as you know the 16bpp 
> one
> will have caveats and bugs.. then fine. you can work around them. or help fix
> them. if you want it working properly - the software (32bit) engines are the
> go. remember we also have a GL engine. if your devices SoC has a built-in 3D
> unit that can do GL-ES2.0 or better (well ok nothing better at this stage) 
> then
> evas gl engine will also work. you will need. the same gl engine that works on
> desktop also works on GL-ES.
>
> 1. working gl-es drivers/libs from your vendor that support X11 - i know the
> TI SXG drivers for the omap3 series (and up) do.
> 2. --enable gl in evas's built and enable gl in ecore-evas. then it will "just
> work". you will need env vars for elementary to select engine: export
> ELM_ENGINE="gl" will do the trick.
> 3. you'll of course need a target soc with 3d and the drivers.
>
> if you cant do the above - you'll be stuck in software rendering land as you
> are now. that's not bad. just remember you have options. you can try gl on 
> your
> desktop too.

I'm stuck in software rendering...  There is only a 2D accelerator HW
in the SoC but I don't know how/where to put it and it is of any good
use with evas...

>
>> > things you haven't seen yet...
>> >
>> > 16bpp engine doesn't do maps. eg this:
>> > http://www.youtube.com/watch?v=6tuVSkrdjiE
>> > http://www.youtube.com/watch?v=edLTo61dIgA
>> >
>> > (it's new, but i am not going to add it to the 16bpp engine. only generic
>> > 32bit software and gl. gl is half done atm).
>>
>> Wow.  Is it usable on a 400MHz ARM926ejs performance-wise?
>
> dunno. but its not too bad on my arm11 (armv6 - s3c6410) @ 532mhz rendering on
> a 800x480 display. so if you are in qvga land it might be ok too on an arm9 
> and
> you dont have horrible display bandwidth issues. use it wisely. it can be
> costly. also note there is a smooth and non-smooth mode for the maps so 
> turning
> it off gets u between 2-4x speedup or so. smooth is there for quality reasons.
> it's the default.

Is the code in svn?  I'll play with it a bit in my spare time.

>
>> > you can't use argb image for rendering data. last i checked yuv video 
>> > wasnrt
>> > handled. the 16bit engine is a subset of evas's rendering abilities with a
>> > drop in quality in a tradeoff for speed.
>> >
>> >> These are all captured on my x86 box:
>> >>
>> >> Home screen:
>> >> http://cool-idea.com.tw/brian/x11-home.png
>> >> http://cool-idea.com.tw/brian/x16-home.png
>> >>
>> >> Music:
>> >> http://cool-idea.com.tw/brian/x11-music.png
>> >> http://cool-idea.com.tw/brian/x16-music.png
>> >>
>> >> The artifacts are easily noticeable.  The background image's gradients
>> >> are of 'big' steps.  The artifacts are even more obvious on my
>> >> device's LCM, which is of lower DPI.  Is it due to the colors or the
>> >> scaling?
>> >>
>> >> For the 'music' x11-16 screenshot, the text is all broken.  IMHO, this
>> >> is due to my font, which is a truetype font with bitmaps info for
>> >> smaller font sizes (bitmap for smaller font and scaler for larger font
>> >> since scaler Chinese font look bad for small text).
>> >>
>> >> >
>> >> > For instance Canola2 use 16bpp which very colorful and rich visual.
>> >> > Actually I wrote 16bpp engine for Canola2 project and designers were
>> >> > always carefully checking all the details:
>> >> >
>> >> >    http://openbossa.indt.org/canola2/
>> >>
>> >> Yes, I've seen the demo.  Very cool visuals.  I just knew that it uses
>> >> 16bpp...
>> >>
>> >> >
>> >> > I'd recommend watching out rectangle colors that are supposed to match
>> >> > image colors. Remember that 16bpp is RGB565, that is 5 bits for both
>> >> > red and blue, 6 for green. So you basically discard the lower bits of
>> >> > each full 0-255 values in 32bpp. But for images we apply dithering
>> >> > when converting from 32->16 in order to avoid blocky gradients and
>> >> > such, for those cases you will likely get different color (1 value up
>> >> > or down) for each component based on nearby pixel.
>> >> >
>> >> > The safest thing to do is to calc 16bpp colors using:
>> >> >
>> >> > dr = (r >> 3) << 3
>> >> > dg = (g >> 2) << 2
>> >> > db = (b >> 3) << 3
>> >> >
>> >> > The attached script should help you in your task.
>> >>
>> >> Do you mean that I have to manipulate each image to make it use only
>> >> the upper 5/6/5 bits for R/G/B?
>> >>
>> >>
>> >> >
>> >> > Again, send some screenshots so we can know what you mean.
>> >>
>> >> As above.
>> >>
>> >> Thanks. :-)
>> >>
>> >>
>> >> brian
>> >>
>> >> >
>> >> > --
>> >> > Gustavo Sverzut Barbieri
>> >> > http://profusion.mobi embedded systems
>> >> > --------------------------------------
>> >> > MSN: barbi...@gmail.com
>> >> > Skype: gsbarbieri
>> >> > Mobile: +55 (19) 9225-2202
>> >> >
>> >>
>> >>
>> >>
>> >> --
>> >> brian
>> >> ------------------
>> >>
>> >> Cool-Karaoke - The smallest recording studio, in your palm, open-sourced
>> >> http://cool-idea.com.tw/
>> >>
>> >> iMaGiNaTiOn iS mOrE iMpOrTaNt tHaN kNoWlEdGe
>> >>
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>> >
>> >
>> > --
>> > ------------- Codito, ergo sum - "I code, therefore I am" --------------
>> > The Rasterman (Carsten Haitzler)    ras...@rasterman.com
>> >
>> >
>>
>>
>>
>> --
>> brian
>> ------------------
>>
>> Cool-Karaoke - The smallest recording studio, in your palm, open-sourced
>> http://cool-idea.com.tw/
>>
>> iMaGiNaTiOn iS mOrE iMpOrTaNt tHaN kNoWlEdGe
>>
>
>
> --
> ------------- Codito, ergo sum - "I code, therefore I am" --------------
> The Rasterman (Carsten Haitzler)    ras...@rasterman.com
>
>



-- 
brian
------------------

Cool-Karaoke - The smallest recording studio, in your palm, open-sourced
http://cool-idea.com.tw/

iMaGiNaTiOn iS mOrE iMpOrTaNt tHaN kNoWlEdGe

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