>> I've started playing with a version of Ghostscript that uses Xrender
>> for rendering,
OT> Cool sounding project.
Thanks. It's not a project, though, just a personal hack done to keep
me away from more useful work (like preparing tomorrow's lectures).
OT> It sounds rather painful (on your end) to me as compared to simply
OT> using XRenderComposite with an appropriate mask and the 1x1 pixmap at
OT> the source...
The same method gets called whether the mask is a one-off or something
that is resident in gs's glyph cache. I don't want to give up the
ability to mirror a (LRU) fraction of gs's glyph cache on the server
side, so I'll have to implement both.
OT> I think the right thing to do generally is to always render at
OT> 24-BPP and convert down when rendering to the window
I can't do that: I need to inform gs's upper layers of the actual
depth of the drawable so that they can pass it to the PS code. This
has the added benefit of having said upper layers perform dithering
and stuff, and follow Adobe's specifications in the process.
Lying to gs (telling it I've got less depth than I actually have) will
get me into more trouble than it's worth, although I may end up having
to do that in order to support non-square colour cubes (which gs
doesn't handle natively).
Thanks for your help,
Juliusz
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