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Re: [Gnash-dev] AGG renderer complete
From: |
strk |
Subject: |
Re: [Gnash-dev] AGG renderer complete |
Date: |
Tue, 31 Oct 2006 10:14:16 +0100 |
Good work Udo. I suggest you apply the new code to the 0.7.2 branch
as well, it will be a magnet for bug reports ;)
--strk;
On Tue, Oct 31, 2006 at 10:09:35AM +0100, Udo Giacomozzi wrote:
> Hi all,
>
> my last commit to CVS (not 0.7.2 branch) implements all sorts of
> masks for the AGG renderer, including nested ones. With this one
> last change the renderer should support *everything* correctly,
> except for the yet missing video support.
>
> There is a known issue with adjacent shapes not being perfectly
> rendered (only for the anti-aliasing pixels), but it's only visible
> in some rare cases.
>
> However, all gradients, gradient overflows, transformations, curves,
> sub-shapes, masks, glyphs, outlines, cursors..... should be rendered
> correctly. In the case of masks it may support even more than the
> Flash plugin does (for example, text boxed are masked, while Flash
> simply does not render them at all when they're under a mask and
> AFAIK dynamic text does not work as a mask, while Gnash allows it),
> however outlines have been explicitely disabled inside a mask, to
> be compatible with Flash.
>
> The renderer uses damn much templates (note the AGG render handler
> is my first c++ code I wrote ever) and this probably results in a
> very bloated machine code. But it's a good thing because it speeds
> up rendering (specializations for many situations).
>
> Anyway, the AGG renderer re-implements many parts of the rendering
> process. First of all, it skips the tesselator. So, if you notice
> any errors while rendering that work with other renderers, please
> let me know.
>
> Otherwise I'll see to optimize the code a bit (possibilities noted
> in the code) and have a look at the ActionScript classes because
> there is certainly a lot left to do ;)
>
> Udo