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From: | Ivan Vučica |
Subject: | Re: Painter Fuzzy Node in github |
Date: | Tue, 16 Dec 2014 16:58:15 +0000 |
Thank you for the text. I'm not sure it belongs on the GNUstep wiki, at least not without a large banner saying: 'This is a proposal for an approach that is not yet part of GNUstep.'I put that on the page right away with the fact that there is source code for it.
I don't really see a use for this in non-games. I don't think it should live in core GNUstep. It complicates the basic widget painting more than it already is. And I assure you that it is already tricky to get a backend working right; one of the reasons is that GNUstep's painting is already quite efficient.I understand and won't interfere as I am a gnustep newbie (and my objc is about 10000+ and that's it) but distributed and parallell processing are at our door and make for heavy processing on large displays
for example which is bettered by AI.
Also do not forget you idle a lot which gives gnustep time to do something else such as spider or whatnot.
Before you proceed with this, I would suggest that you examine the entire stack of graphics technologies available under systems evolved based on OPENSTEP.Does anyone have some pointers for this ? This would be from GL to EGL and the pheared DirectX. This all comes down to accelerating with screen drivers nothing in the X11 user space, relating to DirectX in this case.
I understand though that OPENSTEP is the way to go for GS.
Of course, one would need to clean up GNUstep's implementation of CA, but it seems like a far better fit for 'let's use a tree to decide whether something is drawn or not'.Could you explain where and what CA is so I can maybe integrate my code in a better way ?
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