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Re: Re[2]: [Gnash-dev] opengl->agg?


From: Martin Guy
Subject: Re: Re[2]: [Gnash-dev] opengl->agg?
Date: Tue, 8 May 2007 17:56:28 +0100

Hello Udo :-/

2007/5/8, Udo Giacomozzi <address@hidden>:
AGG, the rednering engine itself: not much. Rendering uses integers.
Some vector calculations (calculate the shape of a "line", for
example) use floats.

AGG, the backend, uses lots of FP arithmetic (matrix transformations,
scaling).

A good distinction; I assume most of that is just running at control
rate though. Ultimately just filling in screen area is the killer I
should think, or at least hope :)

There are other ways, like the changed-region stuff or implementing
bulk operations with liboil... and implementing the optimised liboil
asm code for the routines we use, on all our target CPU
architectures...

What/who is mad?

libmad, one of the mp3-decoding libraries you can use with SDL sound.

Oh, and me of course.

the Cairo code is based on the
render_handler_tri, which leaves polygon transformations (solving to
triangles) to Gnash. AGG does this on-the-fly and is probably much
more accurate and faster.
Yes, there are cairo-specific bugs due to that. Triangulation of a
surface results in scribble.

For a more concrete answer I would like to see that movie that shows
such big performance differences.

Soon we pass to measuring...

   M




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