Re: Start of an opengl-based gdi driver

2007-05-29 Thread Stefan Dösinger
Am Dienstag 29 Mai 2007 00:31 schrieb Frank Richter: On 28.05.2007 22:23, Stefan Dösinger wrote: loads it into an opengl texture(GL_ALPHA) and records 256 display lists to draw textured quads. So far no unicode support, no custom pens, but custom fonts work. One trick I've seen (in CEGUI)

Start of an opengl-based gdi driver

2007-05-28 Thread Stefan Dösinger
content from x11drv and handle the blit myself. 0034-WineD3D-Start-an-opengl-based-gdi-driver-for-improv.patch.bz2 Description: BZip2 compressed data attachment: tex.gif

Re: Start of an opengl-based gdi driver

2007-05-28 Thread Stefan Dösinger
Hi, A few additions to my previous mail - Why can't I think about all this when I'm writing the mail. A GDI engine won't help Direct3D applications because the gdi engine still operates in system memory. It would not avoid the need of downloading from opengl and uploading again. A GDI engine

Re: Start of an opengl-based gdi driver

2007-05-28 Thread Frank Richter
On 28.05.2007 22:23, Stefan Dösinger wrote: loads it into an opengl texture(GL_ALPHA) and records 256 display lists to draw textured quads. So far no unicode support, no custom pens, but custom fonts work. One trick I've seen (in CEGUI) is to use one font texture per Unicode plane. So the

Start of an opengl-based gdi driver

2007-05-28 Thread Stefan Dösinger
* - not good. So far I haven't found a way to let x11drv access my surface data, or enforce that my function is called, fetch the hdc from the x11 phsydev and call my fallback dc, or request the device's content from x11drv and handle the blit myself. 0034-WineD3D-Start-an-opengl-based-gdi-driver