Morphic Extreme
Andreas Raab
squeak-dev at lists.squeakfoundation.org
Wed Sep 4 22:00:50 UTC 2002
Yeah! Now we're talking :-))))
Cheers,
- Andreas
> -----Original Message-----
> From: squeak-dev-admin at lists.squeakfoundation.org
> [mailto:squeak-dev-admin at lists.squeakfoundation.org] On
> Behalf Of Bert Freudenberg
> Sent: Wednesday, September 04, 2002 11:34 PM
> To: squeak-dev at lists.squeakfoundation.org
> Subject: RE: Morphic Extreme
>
>
> You are wrong. Proof is here
> http://developer.apple.com/opengl/extensions.html#GL_EXT_textu
> re_rectangle
> On PC currently only NVIDIA supports it, but I guess ATI will
> follow suit.
>
> And I can tell you just *how* wrong you are tomorrow at lunch ;-)
>
> -- Bert
>
> On Wed, 4 Sep 2002, Andreas Raab wrote:
>
> > Andrew,
> >
> > You absolutely could do that except that you'll have a bit
> of a problem
> > when it comes to rotated/scaled objects. OpenGL hardware requires
> > textures to be powers of two (which means that you'll waste tons of
> > space if the object is 129x129) and while there's a
> specific extension
> > of OpenGL to handle non power-of-two textures I believe that you can
> > only use these for screen-aligned blits. Someone *please*
> prove me wrong
> > here...
> >
> > Cheers,
> > - Andreas
> >
> > > -----Original Message-----
> > > From: squeak-dev-admin at lists.squeakfoundation.org
> > > [mailto:squeak-dev-admin at lists.squeakfoundation.org] On
> > > Behalf Of Andrew C. Greenberg
> > > Sent: Wednesday, September 04, 2002 2:15 PM
> > > To: squeak-dev at lists.squeakfoundation.org
> > > Subject: Morphic Extreme
> > >
> > >
> > > Jaguar (Mac OS X 10.2) employs a technology denominated "Quartz
> > > Extreme," apparently a 2D drawing technology for screen
> components
> > > exploiting hardware rendering solutions. Essentially, screen
> > > elements
> > > are stored as OpenGL textures and are rendered on the screen via
> > > hardware, resulting in a speedier, zippier interface.
> > >
> > > Would such a technology be speedy or beneficial for Morphic?
> > > Practical? Straightforward? Can we leverage the OpenGL
> work Andreas
> > > has done to put together a proof of concept?
> > >
> > > What do you think?
>
>
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