Re: Re: How to get the origin of a bitmap.

Micah Dowty <[email protected]>
Newsgroups gmane.comp.video.picogui.devel
Message-ID <[email protected]>
On Tue, Jan 21, 2003 at 11:01:58AM +0100, Pascal Bauermeister wrote:
> On Tue, 2003-01-21 at 09:42, Micah Dowty wrote:
> ...
> > The main reason this hasn't been done already is that there are a lot of issues
> > you have to worry about when writing directly to the framebuffer from an app:
> > 
> >   - How can the video driver get an application access to the framebuffer
> >     in a relatively portable way?
> > 
> >   - When the widget is resized, you need to synchronize the app's drawing with
> >     PicoGUI's drawing
> > 
> >   - If sprites are overlapping the area, what happens?
> 
> It is a rather specific situation. What Philippe explores is the
> possibilities for video playback and recording preview, to reach maximum
> possible perfs, at the cost of portability in the most extreme case.
> Also, in the specific case, no widget resize or sprite rendering shall
> occur.
> 
> The codec application would want to directly access the FB mem. We
> believe it is the shortest path.
> 
> If an API could exist to do this as cleanly as possible (remaining still
> quite specific, and the app having to care [and well behave] about a lot
> of things, such as FB mem bit format, resolution, clipping, etc.), that
> would be ideal. It can evolve to handle properly resizing and sprite
> blanking over the 'protected' area, but at first, it does not need. In
> the mean time, a quick+dirty hack /might/ be done.
> 
> An appropriate plugin architecture can be designed in the future, but
> rather than designing now an architecture for not yet clearly specified
> requirements, at first the codec will probably be a separate program
> (the pragmatic way).

Right.
I just like to ponder how to make things as generally usable as possible.
For your current situation, it looks like the canvas method I described to
philippe will work fine.

--Micah

> 
>   Pascal
> 
> 
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