[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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