[cairo] New OpenGL backend merged
Eric Anholt
eric at anholt.net
Sun Jul 26 19:00:38 PDT 2009
On Fri, 2009-07-24 at 07:19 +0200, flying.toaster wrote:
> Maybe I am missing a point (since I have been off for quite a while) but at application level, you can force full screen anti-aliasing, rather than primitive drawing anti-
> aliasing, using the accumulation buffer and sub-pixel jitter (changing the viewport) in OpenGL to an arbitrary accuracy. Sure it is a GPU hog, but then again, I bet a very
> complex SVG drawing is not that complex to draw compared to any common 3D scene found in a recent video game, where FSAA is often used with good frame rates.
> Text rendering may be another story though...
>
> Just my two cents
I've done it. It's way, way too slow. Better off just using the CPU if
you're going to do that.
--
Eric Anholt
eric at anholt.net eric.anholt at intel.com
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