Hello Rob, Tuesday, October 3, 2006, 2:45:51 AM, you wrote:
RS> Udo Giacomozzi wrote: >> They could both be based on the AGG backend (no hardware acceleration >> except for blitting, though). RS> I'm not really that concerned about either the D3D or the Xbox backends. >> Probably it's only advantage will be the OpenGL integration, but Cairo >> does not do anti-aliasing. RS> If AGG supported an OpenGL driver, then that could work instead of RS> using Cairo. That would not make sense. RS> I'm not really sure if we'd use OpenGL if the 2D backend is RS> the same level of quality without needing hardware acceleration. At the same level of quality - yes, probably even more accurate (curves, anti-aliasing in adjacent edges). However, a accelerated hardware could certainly outperform the AGG backend in terms of speed. >> AGG is completely based on include files (since it heavily uses >> templates). Can't it be distributed along with Gnash in one package? RS> The AGG 2.4 release has a library, and so do the binary packages for RS> Fedora and Ubuntu, so it's not all header files. True. I nearly forgot about that. However, libagg.a is only required for special functions (to draw outlines, for example). I did not yet understand why certain classes are contained in the lib and others do not. However, to draw shapes (like glyphs) that lib is *not* needed. Udo _______________________________________________ Gnash-dev mailing list [email protected] http://lists.gnu.org/mailman/listinfo/gnash-dev

