Re: [E-devel] [RFC] SDL Engine

2007-05-10 Thread The Rasterman
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

Re: [E-devel] [RFC] SDL Engine

2007-04-30 Thread [EMAIL PROTECTED]
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

Re: [E-devel] [RFC] SDL Engine

2007-04-30 Thread Simon TRENY
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

Re: [E-devel] [RFC] SDL Engine

2007-04-30 Thread [EMAIL PROTECTED]
> > > > 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

Re: [E-devel] [RFC] SDL Engine

2007-04-29 Thread The Rasterman
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..

Re: [E-devel] [RFC] SDL Engine

2007-04-29 Thread The Rasterman
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

Re: [E-devel] [RFC] SDL Engine

2007-04-25 Thread [EMAIL PROTECTED]
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

Re: [E-devel] [RFC] SDL Engine

2007-04-25 Thread [EMAIL PROTECTED]
> 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

Re: [E-devel] [RFC] SDL Engine

2007-04-25 Thread Simon TRENY
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

Re: [E-devel] [RFC] SDL Engine

2007-04-25 Thread [EMAIL PROTECTED]
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

Re: [E-devel] [RFC] SDL Engine

2007-04-25 Thread Simon TRENY
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

Re: [E-devel] [RFC] SDL Engine

2007-04-25 Thread Sebastian Dransfeld
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() }

Re: [E-devel] [RFC] SDL Engine

2007-04-25 Thread Simon TRENY
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: > >

Re: [E-devel] [RFC] SDL Engine

2007-04-24 Thread [EMAIL PROTECTED]
> > 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

Re: [E-devel] [RFC] SDL Engine

2007-04-24 Thread [EMAIL PROTECTED]
> > > 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

Re: [E-devel] [RFC] SDL Engine

2007-04-24 Thread Nathan Ingersoll
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

Re: [E-devel] [RFC] SDL Engine

2007-04-24 Thread Simon TRENY
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

Re: [E-devel] [RFC] SDL Engine

2007-04-24 Thread The Rasterman
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

Re: [E-devel] [RFC] SDL Engine

2007-04-24 Thread The Rasterman
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. > > > ... > > > ... > > > ... > > > >

Re: [E-devel] [RFC] SDL Engine

2007-04-24 Thread The Rasterman
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

Re: [E-devel] [RFC] SDL Engine

2007-04-24 Thread The Rasterman
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

Re: [E-devel] [RFC] SDL Engine

2007-04-20 Thread The Rasterman
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

Re: [E-devel] [RFC] SDL Engine

2007-04-11 Thread [EMAIL PROTECTED]
> > 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

Re: [E-devel] [RFC] SDL Engine

2007-04-11 Thread Cedric BAIL
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

Re: [E-devel] [RFC] SDL Engine

2007-04-11 Thread [EMAIL PROTECTED]
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,

Re: [E-devel] [RFC] SDL Engine

2007-04-10 Thread [EMAIL PROTECTED]
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

Re: [E-devel] [RFC] SDL Engine

2007-04-10 Thread Cedric BAIL
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

Re: [E-devel] [RFC] SDL Engine

2007-04-09 Thread Simon TRENY
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

Re: [E-devel] [RFC] SDL Engine

2007-04-09 Thread David Seikel
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

Re: [E-devel] [RFC] SDL Engine

2007-04-09 Thread [EMAIL PROTECTED]
> > 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

Re: [E-devel] [RFC] SDL Engine

2007-04-07 Thread [EMAIL PROTECTED]
> 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

Re: [E-devel] [RFC] SDL Engine

2007-04-07 Thread The Rasterman
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

Re: [E-devel] [RFC] SDL Engine

2007-04-06 Thread [EMAIL PROTECTED]
> > 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

Re: [E-devel] [RFC] SDL Engine

2007-04-06 Thread Cedric BAIL
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

Re: [E-devel] [RFC] SDL Engine

2007-04-06 Thread [EMAIL PROTECTED]
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

Re: [E-devel] [RFC] SDL Engine

2007-03-29 Thread Cedric BAIL
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

Re: [E-devel] [RFC] SDL Engine

2007-03-21 Thread :: : | MDK CoRE | : ::
and not only games, but a lot of softwares, like image processing, special effects and videoconferencing (my work for now :) ) -- << || 11 | 01 | 07 || >> EPISODIO 3 LANCADO! - Luna F; Parte2 :: :: CyberEnvironment :: :: }]| www.mdkcore.da.ru |[{ -- "Na União Soviética, o e-mail escreve VOCÊ!!" ~

Re: [E-devel] [RFC] SDL Engine

2007-03-21 Thread David Seikel
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

Re: [E-devel] [RFC] SDL Engine

2007-03-21 Thread [EMAIL PROTECTED]
> 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

Re: [E-devel] [RFC] SDL Engine

2007-03-21 Thread Cedric BAIL
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

Re: [E-devel] [RFC] SDL Engine

2007-03-21 Thread Gustavo Sverzut Barbieri
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