2010/12/14 Aaron J. Seigo <ase...@kde.org>: > On Tuesday, December 14, 2010, Thiago Macieira wrote: >> The QML Scene Graph intends to do this, but it's only inteded for QML work. > > imho: > > having looked a bit at the QML Scene Graph, i really do think it would be > tremendously great to work towards making it a bit more generic. it wouldn't > need a perfectly stable API/ABI at first, imho, as it could very easily be > built right into each app that needs it for the time being. what's important > is the time savings for the developer and the correctness of the OpenGL > handling; QML SG does both very well already. > > it could be used as a stepping stone to such a "OpenGL backed hardware > accelerated 2D API" that should be enough for webkit (or gecko, for that > matter), Calligra, etc. > > complex games would still need to look elsewhere, but that's a whooole other > ballpark of needs and use cases.
These days, the needs of web engines are easily as complex as those of complex games: between <canvas>/2d, css, and svg, there's plenty of ways that a web page can be a complex 2d game :-) Then throw fonts into the mix. I can't speak for Calligra but I would guess it has or will have the same concerns, although perhaps it's a bit less performance critical since there is no animated content. While a scene graph is a great approach to cover simple enough needs, I would be surprised if it could cover such advanced, yet important and frequent, use cases. Benoit > > -- > Aaron J. Seigo > humru othro a kohnu se > GPG Fingerprint: 8B8B 2209 0C6F 7C47 B1EA EE75 D6B7 2EB1 A7F1 DB43 > > KDE core developer sponsored by Qt Development Frameworks > > >>> Visit http://mail.kde.org/mailman/listinfo/kde-devel#unsub to unsubscribe << > > >> Visit http://mail.kde.org/mailman/listinfo/kde-devel#unsub to unsubscribe <<