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Re: [Gnash-dev] opengl->agg?
From: |
Martin Guy |
Subject: |
Re: [Gnash-dev] opengl->agg? |
Date: |
Tue, 8 May 2007 13:02:03 +0100 |
2007/5/8, Udo Giacomozzi <address@hidden>:
(except if you have no MMU).
MMU? Hunh? FPU?
BTW do we have an idea how fpu-intensive AGG is?
I know mad is famed for being fast on integer machines
I see more potential in improving invalidated bounds calculation since
AGG currently is very busy doing useless work (see gotoAndPlay thread).
Like you, I suspect it is more to do with the way we use AGG than agg itself.
I know that our handling of cairo is pessimal. swfdec uses cairo and
run like a train whereas ours bloats immensly on many small objects.
I hope you didn't use the cairo code as your pattern for the agg renderer! :)
M
- [Gnash-dev] opengl->agg?, Martin Guy, 2007/05/08
- Re: [Gnash-dev] opengl->agg?, Udo Giacomozzi, 2007/05/08
- Re: [Gnash-dev] opengl->agg?,
Martin Guy <=
- Re[2]: [Gnash-dev] opengl->agg?, Udo Giacomozzi, 2007/05/08
- Re: Re[2]: [Gnash-dev] opengl->agg?, Martin Guy, 2007/05/08
- Re[4]: [Gnash-dev] opengl->agg?, Udo Giacomozzi, 2007/05/08
- Re: Re[4]: [Gnash-dev] opengl->agg?, Jon Steinhart, 2007/05/08
- Re[6]: [Gnash-dev] opengl->agg?, Udo Giacomozzi, 2007/05/08
- Re: Re[6]: [Gnash-dev] opengl->agg?, Martin Guy, 2007/05/08
- Re[8]: [Gnash-dev] opengl->agg?, Udo Giacomozzi, 2007/05/08
- Re: Re[8]: [Gnash-dev] opengl->agg?, Martin Guy, 2007/05/08
- Re: Re[8]: [Gnash-dev] opengl->agg?, Jon Steinhart, 2007/05/08
- Re[10]: [Gnash-dev] opengl->agg?, Udo Giacomozzi, 2007/05/09