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Re: [Gnash] Gnash roadmap ?


From: Rob Savoye
Subject: Re: [Gnash] Gnash roadmap ?
Date: Sun, 22 Jan 2006 12:58:42 -0700
User-agent: Mozilla Thunderbird 1.0.7 (X11/20051013)

Nicolas Cannasse wrote:

Thanks Rob, it looks like great plans.

Plans are the easy part. :-) At this time I'm, not entirely sure whether an SVG rendering model for Gnash is a good or bad idea. As Gnash currently supports the XBox and OpenGL renders, it might be good to have another one. I think adding a Cairo renderer would be more useful in the immediate future though.

So first I had to convert the SWF shapes to SVG-like shapes by breaking them into different shape styles. This is not easy and I'm not sure the way I'm doing that is perfect. The main problem with SVG shapes is that when two shapes are sharing an AA border it will create a small gap between the shapes which looks pretty bad. You have then to expand the shapes with 0.5 pixel in order to fill the gap.

This must get interesting when displaying fonts... I don't know much about SVG, but I'd think it would be useful to have Gnash be able to play a movie with an external or embedded SVG image, like it currently handles jpegs or pngs.

I'm not sure which algorithm is using GameSWF, maybe implementing SWF-like shape rendering is better but I didn't found so much infos on how to do it correctly.

Gnash & GameSWF are using a mix of custom rendering code, but mostly the rendering is handed off to OpenGL. You can look at the rendering code in the backend directory.

        - rob -





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