[EMAIL PROTECTED] wrote:
> New commits:
> http://git.directfb.org/?p=core/DirectFB.git;a=commit;h=93d6dc2d2fd5dad1fe84d9829c6f9c08c6c7fecb
> commit 93d6dc2d2fd5dad1fe84d9829c6f9c08c6c7fecb
> Author: Claudio Ciccani <[EMAIL PROTECTED]>
> Date:   Thu Feb 14 18:40:16 2008 +0100
> 
>     Ported radeonfb patch to linux-2.6.22.
> 
>  patches/radeonfb-r300fix-2.6.22.patch.bz2 |  Bin
>  1 files changed, 0 insertions(+), 0 deletions(-)
> 
> http://git.directfb.org/?p=core/DirectFB.git;a=commit;h=9eba76a734d6937932c11a764a1c215999d93848
> commit 9eba76a734d6937932c11a764a1c215999d93848
> Author: Claudio Ciccani <[EMAIL PROTECTED]>
> Date:   Thu Feb 14 18:38:45 2008 +0100
> 
>     RADEON: Implemented affine transformation (all cards) and source masking 
> (R100/R200 only).
>             Switched to version 1.1.2.


:) :-p :) :-p :) :-p :) :-p AND THE PARTY ROCKS ON :-D :) :-D :) :-D :) :-D :)


Not far til we have Cairo-DirectFB more functional, even without
using TextureTriangles() or requiring a (real) 3D core...

Do we need FillTrapezoid() and/or BlitTrapezoid()?

If so, I'd like to propose FillQuadrangles() instead :)


What else? Maybe we can start to forge the new render interface
or see how far we can get with the current model. It seems there's
still a lot of room for surprises, things I never thought of being
added, or even things I thought of never being added. For example
indexed formats, bitmap fonts,  or even YUV... our video layer was
RGB24 :-)


Anyhow, let's get everyone involved in DirectFB 2.0:

http://www.directfb.org/wiki/index.php/DirectFB_2.0

-- 
Best regards,
   Denis Oliver Kropp

.------------------------------------------.
| DirectFB - Hardware accelerated graphics |
| http://www.directfb.org/                 |
"------------------------------------------"

_______________________________________________
directfb-dev mailing list
directfb-dev@directfb.org
http://mail.directfb.org/cgi-bin/mailman/listinfo/directfb-dev

Reply via email to