Hi Bill, On Sep 19, 2013 11:49 AM, "Bill Spitzak" <[email protected]> wrote: > > > > Sam Spilsbury wrote: >> >> Hey all, >> >> I've started playing around with trying to get weston surfaces (or >> views as they will later be called) to use arbitrary vertex meshes. >> > > Do you have an explanation for "views"? I thought wayland already supported putting the same buffer in more than one surface, so I don't see the purpose of "views".
"Views" as in Jason Ekstrand's proposal. Its more or less orthogonal to this (but just a clarification as to where things live in the stack). > > This proposal is for warping windows, not for just making non-rectangular shapes, right? I think non-rectangular shapes are intended to be done by using transparent pixels in the buffer. Correct - although this is done on the compositor side and not by clients. It is used to implement more complex animations like wobbly windows. > > >> Currently, the vertex clipping implementation supports up to eight >> vertices and assumes that they are arranged in a fan (eg >> GL_TRIANGLE_FAN)[1]. I'm pretty sure that most geometry can be covered >> as long as we support GL_TRIANGLES (disjunct triangles), >> GL_TRIANGLE_STRIP (quadrilaterals or other sequential meshes) and >> GL_TRIANGLE_FAN (circles). >> > > You don't intend to clip arbitrary shapes against each other, right? You just want to go in after the clipping has produced these 8 triangles. The point is to any arbitrary geometry against a rectangle. This is used to ensure that redraw areas only stick to damage areas. Sam. >> >>
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