2010/12/14 Aaron J. Seigo :
> On Tuesday, December 14, 2010, Benoit Jacob wrote:
>> Different users have different priorities. For example, Gecko wants
>> pixel-exact rendering
>
> risking being "pedantic" ... this isn't actually true. it's true most of the
> time, but some of the time pixel perfec
2010/12/14 Aaron J. Seigo :
> On Tuesday, December 14, 2010, Benoit Jacob wrote:
>> 2010/12/14 Aaron J. Seigo :
>> > On Tuesday, December 14, 2010, Benoit Jacob wrote:
>> >> These days, the needs of web engines are easily as complex as those of
>> >> complex games: between /2d, css, and svg, there'
On Tuesday, December 14, 2010, Benoit Jacob wrote:
> Different users have different priorities. For example, Gecko wants
> pixel-exact rendering
risking being "pedantic" ... this isn't actually true. it's true most of the
time, but some of the time pixel perfect is irrelevant. "*gasp*, what?"
ca
Am Monday 13 December 2010 schrieb sujith h:
> Here is the output:
No, link the same libs - in case you've however still another installation
around you might have trouble because Qt loads plugins from there which in
consequence link the older libs but i've no experience with the pitfalls
of
On Tuesday, December 14, 2010, Benoit Jacob wrote:
> 2010/12/14 Aaron J. Seigo :
> > On Tuesday, December 14, 2010, Benoit Jacob wrote:
> >> These days, the needs of web engines are easily as complex as those of
> >> complex games: between /2d, css, and svg, there's plenty of
> >> ways that a web p
2010/12/14 Aaron J. Seigo :
> On Tuesday, December 14, 2010, Benoit Jacob wrote:
>> These days, the needs of web engines are easily as complex as those of
>> complex games: between /2d, css, and svg, there's plenty of
>> ways that a web page can be a complex 2d game :-) Then throw fonts
>> into the
On Tuesday, December 14, 2010, Thiago Macieira wrote:
> Em Terça-feira, 14 de Dezembro de 2010, às 11:17:06, Aaron J. Seigo
escreveu:
> > having looked a bit at the QML Scene Graph, i really do think it would be
> > tremendously great to work towards making it a bit more generic. it
> > wouldn't
On Tuesday, December 14, 2010, Benoit Jacob wrote:
> These days, the needs of web engines are easily as complex as those of
> complex games: between /2d, css, and svg, there's plenty of
> ways that a web page can be a complex 2d game :-) Then throw fonts
> into the mix.
er ... ok, so .. pretty wel
Em Terça-feira, 14 de Dezembro de 2010, às 11:17:06, Aaron J. Seigo escreveu:
> having looked a bit at the QML Scene Graph, i really do think it would be
> tremendously great to work towards making it a bit more generic. it
> wouldn't need a perfectly stable API/ABI at first, imho, as it could ver
On Tuesday, December 14, 2010, Boudewijn Rempt wrote:
> On Tuesday 14 December 2010, Benoit Jacob wrote:
> > I can't speak for Calligra but I would guess it has or will have the
> > same concerns, although perhaps it's a bit less performance critical
> > since there is no animated content.
>
> Wel
On Tuesday 14 December 2010, Benoit Jacob wrote:
> I can't speak for Calligra but I would guess it has or will have the
> same concerns, although perhaps it's a bit less performance critical
> since there is no animated content.
Well, actually, there is -- and I'm not just talking about the blinki
2010/12/14 Aaron J. Seigo :
> On Tuesday, December 14, 2010, Thiago Macieira wrote:
>> The QML Scene Graph intends to do this, but it's only inteded for QML work.
>
> imho:
>
> having looked a bit at the QML Scene Graph, i really do think it would be
> tremendously great to work towards making it a
On Tuesday, December 14, 2010, Thiago Macieira wrote:
> The QML Scene Graph intends to do this, but it's only inteded for QML work.
imho:
having looked a bit at the QML Scene Graph, i really do think it would be
tremendously great to work towards making it a bit more generic. it wouldn't
need a
Em Terça-feira, 14 de Dezembro de 2010, às 03:12:19, Benoit Jacob escreveu:
> 2010/12/14 Thiago Macieira :
> > On Tuesday, 14 de December de 2010 09:01:05 Benoit Jacob wrote:
> >> We target every OpenGL ES 2 device. I am not aware of an OpenVG
> >> implementation that will run (and be well hardware
Cyrille Berger Skott wrote:
On Tuesday 14 December 2010, Juergen Sauer wrote:
MySQL does not meet any licences requirements anymore, due the evil
behavior of it's owners
Just to point out that owner behavior does not affect the license. Might
a
On 14 December 2010 08:12, Benoit Jacob wrote:
> 2010/12/14 Thiago Macieira :
>> On Tuesday, 14 de December de 2010 09:01:05 Benoit Jacob wrote:
>>> We target every OpenGL ES 2 device. I am not aware of an OpenVG
>>> implementation that will run (and be well hardware-accelerated)
>>> everywhere th
On Tue, Dec 14, 2010 at 07:06, Juergen Sauer wrote:
> Moin,
> is anyone from the amarok team listening ?
> Would you please explain, why the Postgres Support is dropped in Amarok 2?
>
> It seems to me like a very, very stupid desision. MySQL is not acceptable
> anymore
> due Orcale iditotic behav
On Tuesday, December 14, 2010 06:35:49 Guillaume DE BURE wrote:
> Hi team,
>
> Just a quick question : I build trunk in a new user session, using
> kdesrc-build (great tool, by the way :) ). trunk is installed in
> ~/kde. However, the oxygen style is not applied, it falls back to
> CDE, or someth
On Tue, Dec 14, 2010 at 01:27:47AM -0500, Benoît Jacob wrote:
> Microsoft has an answer to this problem: Direct2D. If we want to cover
> advanced 2D needs with hardware acceleration on non-Windows platforms,
> we need something like Direct2D, but based on OpenGL.
>
like, say, http://en.wikipedia.or
2010/12/14 Thiago Macieira :
> On Tuesday, 14 de December de 2010 09:01:05 Benoit Jacob wrote:
>> We target every OpenGL ES 2 device. I am not aware of an OpenVG
>> implementation that will run (and be well hardware-accelerated)
>> everywhere there is a OpenGL ES 2 implemetation?
>
> You asked for
On Tuesday, 14 de December de 2010 09:01:05 Benoit Jacob wrote:
> We target every OpenGL ES 2 device. I am not aware of an OpenVG
> implementation that will run (and be well hardware-accelerated)
> everywhere there is a OpenGL ES 2 implemetation?
You asked for a hardware-accelerated API. But given
2010/12/14 Thiago Macieira :
> On Tuesday, 14 de December de 2010 07:27:47 Benoit Jacob wrote:
>> Hi,
>>
>> I would like to know if the KDE or Qt community has plans for a free
>> OpenGL-based equivalent to Direct2D (see explanation below)? And if
>> there is a chance that I could get you intereste
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