[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