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Re[6]: [Gnash-dev] opengl->agg?


From: Udo Giacomozzi
Subject: Re[6]: [Gnash-dev] opengl->agg?
Date: Tue, 8 May 2007 20:24:22 +0200

Hello Jon,

Tuesday, May 8, 2007, 7:42:06 PM, you wrote:
JS> I don't know anything about the internal structure of gnash, but if it's
JS> filling rectangles a line at a time performance improvement shouldn't be
JS> too difficult.

I really think it does. But nice rectangles are a special case. Gnash
mostly has to deal with rotated shapes or even irregular shapes
(circles, for example).

I agree having specialised code for perfect rectangles would speed up
rendering, but they are a rarity, and anyway not worth to be
specialised.

AGG internally does some voodoo stuff with it's vectors so it may even
come close to block drawing in a more general manner. This is beyond
my understanding, AGG internals are too complicated for me ;)

After all, according to the author, the strengths of AGG are in it's
"vector pipeline" we don't use at all (probably we do implicitly).

Udo





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