Claudio Ciccani wrote: > Some weeks ago I announced to the mailing list that I was working on a > DirectFB based OpenVG implementation (i.e. DirectVG). > Well, now it's time to prove that it was not a bullshit and that I made some > progresses in the meanwhile. > > Below is a screenshot of the well known tiger sample rendered by DirectVG: > http://img160.imagevenue.com/img.php?image=63785_DirectVG3_Tiger_122_898lo.jpg > > As you can see, there is still some work to do on the strokes > (stroke styles are completely missing and so is line scaling), but the hard > part is done.
Just looked at it again. It's really beautiful :) > Regarding the performance, well... at this stage it simply sucks! > > Testing Hardware: ATI Radeon 9250 > Testing Resolution: 612x622 > Runtime Speed: ~ 11 fps Actually, I don't have anything to compare against, but such a scalable vector graphics at 11 fps with the old public interface, isn't that great already? Guess it uses SetMatrix() and lots of SetSourceMask(). How many public API calls (roughly) are needed for this graphics? -- 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