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)
content from x11drv and handle the blit myself.
0034-WineD3D-Start-an-opengl-based-gdi-driver-for-improv.patch.bz2
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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
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
* - 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