On Tue, 1 May 2007 02:53:52 GMT "[EMAIL PROTECTED]" <[EMAIL PROTECTED]> babbled:
>
> Simon wrote:
>
> > Actually, what I really want is a GL engine that is not aware
> > of the rendering-target, i.e. an engine that can render
> > indifferently to the backbuffer, to the fronbuffer, to a tex
Simon wrote:
> Actually, what I really want is a GL engine that is not aware
> of the rendering-target, i.e. an engine that can render
> indifferently to the backbuffer, to the fronbuffer, to a texture,
> to a pbuffer... and independently of the windowing system used.
> Here would be the
On Mon, 30 Apr 2007 12:34:25 +0900,
Carsten Haitzler (The Rasterman) <[EMAIL PROTECTED]> wrote :
> On Wed, 25 Apr 2007 01:17:56 +0200 Simon TRENY <[EMAIL PROTECTED]>
> babbled:
>
> > On Tue, 24 Apr 2007 14:41:22 +0900,
> > Carsten Haitzler (The Rasterman) <[EMAIL PROTECTED]> wrote :
> >
> > > On
> >
> > Here, the "void *engine_data" holds any engine specific
> > stuff, eg. for the xrender based engines this would be similar to
> > the current XRImage structure (minus certain things).
>
> actually - this is a problem. you need to be able to have MULTIPLE
> engine share the same c
On Wed, 25 Apr 2007 04:19:06 GMT "[EMAIL PROTECTED]" <[EMAIL PROTECTED]>
babbled:
>
> > > > No it won't work to use his caching code, as is, for some
> > > > of the other engines. But it can be made to work. One needs to
> > > >
> > > >
> > > >
> > > Just to follow up on this a bit..
On Wed, 25 Apr 2007 01:17:56 +0200 Simon TRENY <[EMAIL PROTECTED]> babbled:
> On Tue, 24 Apr 2007 14:41:22 +0900,
> Carsten Haitzler (The Rasterman) <[EMAIL PROTECTED]> wrote :
>
> > On Mon, 9 Apr 2007 10:16:56 +0200 Simon TRENY <[EMAIL PROTECTED]>
> > babbled:
> >
> > > On Fri, 6 Apr 2007 15:21
I wrote:
> I don't know Simon.. want you want is certainly 'seductive'
> in its own way - it does have a lot of good aspects -- but I wonder
> if it's maybe just more gl-convenient than really necessary.
On the other hand While I think that engine specific
buffers, both as r
> About your second point, The gl-engine can render to a texture or a
> pbuffer, there is no problem with this, as long as it doesn't swap
> the buffers. But as raster said, it is not possible if we want to
> get good performances with OpenGL, rendering to a texture is slow
> as hell (don't know m
On Wed, 25 Apr 2007 18:56:25 GMT,
"[EMAIL PROTECTED]" <[EMAIL PROTECTED]> wrote :
>
> Cedric's sdl engine email/patch has been hijacked into
> a bitter battle over evas and opengl :)
>
> Simon wrote:
>
> > It would indeed make the engine generic but then, if the engine
> > swaps the
Cedric's sdl engine email/patch has been hijacked into
a bitter battle over evas and opengl :)
Simon wrote:
> It would indeed make the engine generic but then, if the engine
> swaps the buffers by itself, the Evas couldn't be integrated in
> an OpenGL application: here is how we
On Wed, 25 Apr 2007 17:19:25 +0200,
Sebastian Dransfeld <[EMAIL PROTECTED]> wrote :
> Simon TRENY wrote:
> > On Tue, 24 Apr 2007 17:33:11 -0500,
> > "Nathan Ingersoll" <[EMAIL PROTECTED]> wrote :
> >
> >> On 4/24/07, Simon TRENY <[EMAIL PROTECTED]> wrote:
> >>> from this:
> >>> 1. Creation of a d
Simon TRENY wrote:
> On Tue, 24 Apr 2007 17:33:11 -0500,
> "Nathan Ingersoll" <[EMAIL PROTECTED]> wrote :
>
>> On 4/24/07, Simon TRENY <[EMAIL PROTECTED]> wrote:
>>> from this:
>>> 1. Creation of a drawable
>>> 2. Creation of the GL-engine from the drawable
>>> 3. While (1) do { engine->render() }
On Tue, 24 Apr 2007 17:33:11 -0500,
"Nathan Ingersoll" <[EMAIL PROTECTED]> wrote :
> On 4/24/07, Simon TRENY <[EMAIL PROTECTED]> wrote:
> >
> > from this:
> > 1. Creation of a drawable
> > 2. Creation of the GL-engine from the drawable
> > 3. While (1) do { engine->render() }
> >
> > to this:
> >
> > I have some experience with SDL + OpenGL and there is nothing
> > different between using OpenGL with SDL and using OpenGL with
> > an X11 window (OpenGL-wise). The only differences are the calls
> > that depends on the windowing system: the creation of the GL
> > context and the swapping of t
> > > No it won't work to use his caching code, as is, for some
> > > of the other engines. But it can be made to work. One needs to
> > >
> > >
> > >
> > Just to follow up on this a bit..
> >
> > Again, one could make it work (though it would require a bit
> > of work, some re
On 4/24/07, Simon TRENY <[EMAIL PROTECTED]> wrote:
>
> from this:
> 1. Creation of a drawable
> 2. Creation of the GL-engine from the drawable
> 3. While (1) do { engine->render() }
>
> to this:
> 1. Creation of a drawable
> 2. Creation of a GL-context from the drawable
> 2. Creation of the GL-engi
On Tue, 24 Apr 2007 14:41:22 +0900,
Carsten Haitzler (The Rasterman) <[EMAIL PROTECTED]> wrote :
> On Mon, 9 Apr 2007 10:16:56 +0200 Simon TRENY <[EMAIL PROTECTED]>
> babbled:
>
> > On Fri, 6 Apr 2007 15:21:52 +0200,
> > Cedric BAIL <[EMAIL PROTECTED]> wrote :
> > > > I did visit the sdl
On Wed, 11 Apr 2007 00:11:40 GMT "[EMAIL PROTECTED]" <[EMAIL PROTECTED]>
babbled:
can you be specific as to what is making things complex?
>
> Carsten wrote:
>
> > ... what your cache doesn't handle is if you have 2 or 3
> > or 4 different engines when 2 of them are NOT software engin
On Mon, 9 Apr 2007 07:47:11 GMT "[EMAIL PROTECTED]" <[EMAIL PROTECTED]> babbled:
>
> > > ok- started reviewing... and i'll basically cover as much as
> > > i had time to review here.
> > >
> > > 1. shared evas image cache - good idea, BUT... has problems.
> > > ...
> > > ...
> > > ...
> >
> >
On Sat, 7 Apr 2007 11:20:24 GMT "[EMAIL PROTECTED]" <[EMAIL PROTECTED]> babbled:
>
> > ok- started reviewing... and i'll basically cover as much as
> > i had time to review here.
> >
> > 1. shared evas image cache - good idea, BUT... has problems.
> > ...
> > ...
> > ...
>
> No it won't w
On Mon, 9 Apr 2007 10:16:56 +0200 Simon TRENY <[EMAIL PROTECTED]> babbled:
> On Fri, 6 Apr 2007 15:21:52 +0200,
> Cedric BAIL <[EMAIL PROTECTED]> wrote :
> > > I did visit the sdl website, and there seems to be mention
> > > of using "OpenGL with SDL"... Is it possible to maybe also have
> > > a
On Tue, 10 Apr 2007 10:23:06 +0200 Cedric BAIL <[EMAIL PROTECTED]> babbled:
> On Saturday 07 April 2007 11:21:22 Carsten Haitzler wrote:
> > On Wed, 21 Mar 2007 16:58:15 +0100 Cedric BAIL <[EMAIL PROTECTED]>
> > babbled:
>
> > ok- started reviewing... and i'll basically cover as much as i had tim
> > But the 'problem' goes deeper than that. Right now the
> > argb data itself (ie. the result of loading things given only
> > the file/key/load_opts combo) may be shared by several cached
> > engine images, ie. images which have the same file/key/load_opts
> > but could have different 'displays
On Wednesday 11 April 2007 09:41:22 [EMAIL PROTECTED] wrote:
> Cedric wrote:
> > > this is why there is a specific engine copy wrapping the image
> > > - the RGBA_Image just acts as a source of RGBA pixel data.
> > > the wrapping engine image colds a pointer to that plus engine
> > > specific
Cedric wrote:
> > this is why there is a specific engine copy wrapping the image
> > - the RGBA_Image just acts as a source of RGBA pixel data.
> > the wrapping engine image colds a pointer to that plus engine
> > specific data. the image is also looked up not just by filename
> > + key,
Carsten wrote:
> ... what your cache doesn't handle is if you have 2 or 3
> or 4 different engines when 2 of them are NOT software engines
> and both want DIFFERENT "private" engine data (a pixmap, render
> picture, texture etc.). they share the RGBA_Image but they are
> not able to s
On Saturday 07 April 2007 11:21:22 Carsten Haitzler wrote:
> On Wed, 21 Mar 2007 16:58:15 +0100 Cedric BAIL <[EMAIL PROTECTED]>
> babbled:
> ok- started reviewing... and i'll basically cover as much as i had time to
> review here.
> 1. shared evas image cache - good idea, BUT... has probl
On Fri, 6 Apr 2007 15:21:52 +0200,
Cedric BAIL <[EMAIL PROTECTED]> wrote :
> > I did visit the sdl website, and there seems to be mention
> > of using "OpenGL with SDL"... Is it possible to maybe also have
> > a "gl_sdl" version of the engine.. ie. one which would presumably
> > use some gl ren
On Fri, 6 Apr 2007 15:21:52 +0200 Cedric BAIL <[EMAIL PROTECTED]>
wrote:
> Well for some crazy idea. I did notice that many little 2D game on
> Linux are using SDL,
And some big ones. Unreal Tournament 2004 at least is written to use
SDL for the Linux version. Dunno what they use for the Window
> > ok- started reviewing... and i'll basically cover as much as
> > i had time to review here.
> >
> > 1. shared evas image cache - good idea, BUT... has problems.
> > ...
> > ...
> > ...
>
> No it won't work to use his caching code, as is, for some
> of the other engines. But it can be m
> ok- started reviewing... and i'll basically cover as much as
> i had time to review here.
>
> 1. shared evas image cache - good idea, BUT... has problems.
> ...
> ...
> ...
No it won't work to use his caching code, as is, for some
of the other engines. But it can be made to work. One n
On Wed, 21 Mar 2007 16:58:15 +0100 Cedric BAIL <[EMAIL PROTECTED]> babbled:
ok- started reviewing... and i'll basically cover as much as i had time to
review here.
1. shared evas image cache - good idea, BUT... has problems. it's no different
to what engines do, but in reverse. engines just wrap
> > You're using the image struct's "extended_info" pointer,
> > in the sdl engine, to hold an engine-specific surface (namely,
> > an sdl surface), I added an extra "void *engine_surface" for
> > this (I did it for the xrender and gl engines), since the
> > 'extended_info' pointer was likely
On Friday 06 April 2007 09:58:26 [EMAIL PROTECTED] wrote:
> Cedric wrote:
> > - evas_cache_image.diff: Add a global cache for image mechanism.
> > I hope it could be shared with other engine and reduce their
> > code complexity. This cache works more like the one from FreeType,
> > you re
Cedric wrote:
> I finally got a SDL Engine running and starting to look
> correct. I did split it in 3 patch.
>
> - evas_cache_image.diff: Add a global cache for image mechanism.
> I hope it could be shared with other engine and reduce their
> code complexity. This cache work
On Wednesday 21 March 2007 16:58:15 Cedric BAIL wrote:
> - evas_cache_image.diff: Add a global cache for image mechanism.
> I hope it could be shared with other engine and reduce their code
> complexity. This cache works more like the one from FreeType, you request
> image/operation from the
and not only games, but a lot of softwares, like image processing,
special effects and videoconferencing (my work for now :) )
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On Wed, 21 Mar 2007 21:36:08 GMT "[EMAIL PROTECTED]"
<[EMAIL PROTECTED]> wrote:
> I have a very 'naive' question for you though: What exactly
> is "SDL", and why do people find it an interesting dsiplay target/
> rendering engine... ??
http://en.wikipedia.org/wiki/Simple_DirectMedia_Layer
> Hi everybody,
>
> I finally got a SDL Engine running and starting to look
> correct. I did split it in 3 patch.
>
>
Wow. That's remarkable work Cedric. :)
I have a very 'naive' question for you though: What exactly
is "SDL", and why do people find it an interestin
On Wednesday 21 March 2007 18:18:41 you wrote:
> On 3/21/07, Cedric BAIL <[EMAIL PROTECTED]> wrote:
> > Hi everybody,
> >
> > I finally got a SDL Engine running and starting to look correct.
> > I did split it in 3 patch.
> >
> > - evas_cache_image.diff: Add a global cache for image mechani
On 3/21/07, Cedric BAIL <[EMAIL PROTECTED]> wrote:
> Hi everybody,
>
> I finally got a SDL Engine running and starting to look correct. I
> did split
> it in 3 patch.
>
> - evas_cache_image.diff: Add a global cache for image mechanism.
> I hope it could be shared with other engine
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