On Mon, Apr 30, 2007 at 09:34:38AM +0200, ext Frantisek Dufka wrote:
> Eero Tamminen wrote:
> >And if the game doesn't disable the double pixeling properly (e.g. if it
> >crashes or freezes), user needs to reboot the device.  Not very nice
> >either...
> 
> So what happened to idea mentioned here year ago to modify Xsp (or 
> whatever) API so that pixel doubling is flag of each display update 
> separately? I.e. every update would be not pixel doubled unless told so 
> by flag with each update. This is how it works on kernel framebuffer 
> level anyway.

You mean, modify every single drawing X request in the X protocol so it
contains flags, meaning that we have to change every drawing-related
function in -- on average -- ten (at least) places in the server
codebase, rendering us incompatible with the standard X server codebase,
as well as the X protocol?

Plus, the update is done long after the drawing information has been
discarded.

IOW, no.  (Also, bear clips in mind, which complicates things.)

> Daniel Stone wrote:
> > I don't like it as it's far too ITOS-specific (I won't be satisfied
> > until XSP no longer exists).  It'll probably be replaced with RandR some
> > time in the future, even if the fixed resolution choices are only
> > 800x480 and 400x240.
> 
> Pixel doubled resolutions would be nice and would be improvement over 
> current situation indeed. What we will miss with this solution is having 
> some parts of screen pixel doubled and some not like nice control area 
> with nice static graphics and main pixel doubled game area.

Sure, but that's mainly because pixel-doubling is a non-portable hack
(doesn't exist in other products, doesn't exist on desktops, may not
necessarily exist in future products).  It's not a hack because of how
it's implemented, but just by its very nature.

Cheers,
Daniel

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