Phew I dodged the list! ;)

On Sun, Mar 20, 2011 at 4:48 PM, Carsten Haitzler <ras...@rasterman.com>wrote:

> On Sun, 20 Mar 2011 18:27:23 -0300 Eduardo Felipe <
> eduardofelip...@gmail.com>
> said:
>
> > On Sun, Mar 20, 2011 at 5:29 PM, Tom Hacohen <t...@stosb.com> wrote:
> > > On Sun, Mar 20, 2011 at 9:54 PM, Andreas Volz <li...@brachttal.net>
> wrote:
> > >
> > >> I was using directfb some years ago. It was a very fast way to display
> > >> graphics without X in Linux. May be great for embedded systems. Don't
> > >> you expect someone could need it? Or is the engine not that good that
> > >> it's usable?
> >
> > I've been using it for the last year on several versions, from
> > DirectFB 1.0.1 to DirectFB 1.4.3, and it works perfectly.
>
> i can bet you it doesn't work perfectly. :) it works only for a SUBSET of
> what
> evas does. map won't work. proxy won't work. yuv colorspace doesn't work.
> generic clip won't work. and some new things are coming in (filters) that
> will
> also not work. dfb engine has bitrotted pretty badly. current'y i consider
> it
> non-functional because it simply will not render vast amounts of things
> evas
> does and you will have rendering bugs galore.
>
> the point of evas is that you can write the thing once - on a desktop,
> laptop,
> or anywhere else, and display somewhere else using another engine.. and it
> works. and works right.
>
> > > If I remember correctly it's currently not faster than normal fb
> engine, but
> > > I may be wrong. :)
> >
> > Well that depends if your DirectFB implementation can do hardware
> > blits. I hear the praise for the fb engine but with hardware my
> > company develops for it is just too slow to be usable.
> >
> > My company can only use DirectFB as the hardware provides a blitter,
> > but no OpenGL, and the normal fb engine can't do smooth animations if
> > the rect that is dirty is bigger than 250 x 250px.
> >
> > I would like to be able to step up and maintain it, as I have written
> > patches for it in the past, but I'm afraid that I don't understand the
> > whole Evas codebase enough to be able to change the engine if a big
> > backend change happens.
>
> if you want to... first fix up all the bugs in the dfb engine that are
> there
> now. as listed above. as such currently dfb engine is broken pretty badly
> and
> it's useful to put it out of its misery. if you actually want to maintain
> it -
> that is a different matter. reducing # of enignes is simply trying to fit
> our
> work into our manpower and if every new engine feature requires you have to
> read up 16 gfx api's and implement it 16 times in so many engines... then
> we
> just don't have the manpower. right now we can just about support 2.
> software
> and OpenGL. pretty much because both are "universal" and thus easily
> accessible. even that is "significant work". if you really want to maintain
> the
> dfb engine... by all means - it's worth reconsidering, though be warned. we
> will re-write the engine api at some point. it's grown to be a bit of a
> mess
> over the years. but right now it's time to "reduce the work a rewrite would
> take" but removing engines we can't/don't want to support.
>
> --
> ------------- Codito, ergo sum - "I code, therefore I am" --------------
> The Rasterman (Carsten Haitzler)    ras...@rasterman.com
>
>
>
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