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