Il giorno ven, 15/02/2008 alle 00.00 +0100, Denis Oliver Kropp ha
scritto:
> [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()?

I was just going to propose FillTrapezoid(); with this function, and
antialiasing enabled, you can fill oval shapes.
We also need SetReadBuffer/SetWriteBuffer(), to avoid flipping the
surface when you need to change the target buffer.

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

What's the difference? Only 4 vertices instead of a variable amount?

> 
> 
> 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:

For the 2.0 I'd like to remove some less used formats (DSPF_ARGB6666,
DSPF_ARGB1666 for example) to recover a bit of efficiency and add more
useful formats (Y8, ALUT88, Planar YUV 4:4:2 and 4:4:4).

We could also drop TextureTriangles() since this function will never
have a software fallback and, however, no one is going to use it
(generally you use OpenGL if you need to work in 3D).


-- 
Claudio Ciccani
[EMAIL PROTECTED]
[EMAIL PROTECTED]
http://directfb.org


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