[haiku-appserver] Re: primitive drawing, bitmap issue

  • From: "DarkWyrm" <bpmagic@xxxxxxxxxxxxxxx>
  • To: haiku-appserver@xxxxxxxxxxxxx
  • Date: Wed, 28 Jul 2004 12:29:46 -0400 EDT

>    Don't you have until the scholl starts?
Yup, which is in less than a month. This summer has sure been going 
fast. :(

>    He he, you know I want that too. Unfortunately we won't be able to 
> take
>    advantages of 3D hardware until
>    we have support from the drivers - and read here: made by NVidia & 
> ATi.
>    Rudolf may be able to provide us with *some* 3D futures,
>    but they will be few. Until we don't have support from at least 
> one of the
>    2 manufaturers for advanced features we have
>    to cope with what we have. So, what do we have? We have 2D 
> acceleration
>    (blitting), acess to video memory and the ability to use it, and 
> AGP
>    FastWrites support. If you ask me, that is enough for double 
> buffering.
>    Later, when new 3D functions are implemented in drivers we can 
> start to
>    use OpenGL, AND, this would be easy because we *already* would 
> have
>    experience and a great deal of written code.
One of the things I want to change for R2 is the video driver model 
itself, if for no other reason than to expand the number of hook 
functions that we can use.

>    Let me say where I see this going:
>    I see a drawing/composition engine (ala Quatz) with 4 (ATM) 
> interfaces:
>    1) DirectInterface - pretty much what we have now, only better
>    2) 2DInterface - uses 2D capabilities(blit only) BUT adds double 
> buffering
>    support by placing bitmaps in videoMem, ready for blitting.
>    3) 3DInterface - uses 3D capabilities(blit, scalling, rotations, 
> 3D
>    transformations(surfaces)). Of course, double buffering is there!
>    4) ShaderInterface - uses the newest 3D capabilities (pixel 
> shaders - for
>    drawing instructions) (vertex shaders - for transformations)
Sounds interesting. :)

>    :-) This was exactly what I was thinking. It's easier to just 
> provide a
>    surface to ServerWindow. R1 will be just like R5. Not that I like 
> that in
>    this area... :-)).
Me neither.

--DW

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