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Re: [Gnash-dev] AGG renderer complete
From: |
Markus Gothe |
Subject: |
Re: [Gnash-dev] AGG renderer complete |
Date: |
Tue, 31 Oct 2006 10:38:37 +0100 |
User-agent: |
Thunderbird 1.5.0.7 (X11/20060926) |
I'll backport it for Udo...
//Markus
strk wrote:
> Good work Udo. I suggest you apply the new code to the 0.7.2 branch
> as well, it will be a magnet for bug reports ;)
>
> --strk;
>
> On Tue, Oct 31, 2006 at 10:09:35AM +0100, Udo Giacomozzi wrote:
>> Hi all,
>>
>> my last commit to CVS (not 0.7.2 branch) implements all sorts of
>> masks for the AGG renderer, including nested ones. With this one
>> last change the renderer should support *everything* correctly,
>> except for the yet missing video support.
>>
>> There is a known issue with adjacent shapes not being perfectly
>> rendered (only for the anti-aliasing pixels), but it's only visible
>> in some rare cases.
>>
>> However, all gradients, gradient overflows, transformations, curves,
>> sub-shapes, masks, glyphs, outlines, cursors..... should be rendered
>> correctly. In the case of masks it may support even more than the
>> Flash plugin does (for example, text boxed are masked, while Flash
>> simply does not render them at all when they're under a mask and
>> AFAIK dynamic text does not work as a mask, while Gnash allows it),
>> however outlines have been explicitely disabled inside a mask, to
>> be compatible with Flash.
>>
>> The renderer uses damn much templates (note the AGG render handler
>> is my first c++ code I wrote ever) and this probably results in a
>> very bloated machine code. But it's a good thing because it speeds
>> up rendering (specializations for many situations).
>>
>> Anyway, the AGG renderer re-implements many parts of the rendering
>> process. First of all, it skips the tesselator. So, if you notice
>> any errors while rendering that work with other renderers, please
>> let me know.
>>
>> Otherwise I'll see to optimize the code a bit (possibilities noted
>> in the code) and have a look at the ActionScript classes because
>> there is certainly a lot left to do ;)
>>
>> Udo
>
>
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