On Fri, 25 Mar 2011 15:29:03 +1000 David Seikel <onef...@gmail.com> said:

> On Mon, 21 Mar 2011 08:48:06 +0900 Carsten Haitzler (The Rasterman)
> <ras...@rasterman.com> wrote:
> 
> > 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".
> 
> I'll get on topic soon, just need to take a short detour.
> 
> My client finally got around to actually paying for the embedded
> project, so I'm looking at the alternatives.  EFL I want to use for
> sure.
> 
> I know in the past you said "use X, it does everything and saves you a
> lot of pain".  Except most of the pain you mentioned is already a
> solved problem with the last project, or irrelevant to either project.
> Though the pain of getting X compiled for my system still remains.
> Lots of packages, lots of dependencies.  X just looks like more trouble
> than it's worth.
> 
> The old project used a combination of libsvga and ncurses, I
> really want to get away from both (inherited that old project, so not
> my choice). Using plain old fb with EFL looks very attractive right now.
> 
> Soooo, back to the topic at hand - 
> 
> What's the state of fb support in evas, and is it likely to be killed?

it stays - software based engine. the problem isnt the raw interface to the
display system - it's ALL the rendering calls. this mail is about reducing the
engine set down to those that use either opengl OR software to do the
rendering. getting pixels to screen is a small part of the engine and so not
worth killing engines over.

-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    ras...@rasterman.com


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