> There are different options for hardware acceleration: > > 1.) Using accelerated calls for special (but very common!) cases of > the > drawing functions, like drawing BRects and vertical/horizontal lines. > > 2.) Using alpha blending in the graphics chips to compose AGG > generated > scanlines right into the frame buffer. I will try and write something > up about how AGG works, maybe a Newsletter article? #2 sounds *very* cool, but complicated. I had originally been thinking #1. Whatever's > All the other guys are thinking about the same stuff, so with it > being > available so easily, the only questions we need to concern ourselves > with is a) how do we stay compatible with the effects of BView > drawing_modes and b) how do we maintain a fast GUI. I'm going to go out on a limb without thinking this through extensively -- what about a global antialiasing option? We can't change public APIs for R1, but we could put a checkbox in the Appearance preferences app which would just cause a system message to get sent to the server to enable or disable it. Thoughts, anyone? --DW