Markus Wick <[email protected]> writes:

> I think this functions are worth to reimplement. eg horizontal lines are 
> used a lot and very slow on mi.

Having sped up the underlying functions, they're not terrible at this
point:

    2000000 reps @   0.0035 msec (288000.0/sec): 500-pixel horizontal line 
segment

But, yeah, doing a 'real' implementation would be awesome. For
comparison, fbdev does:

   30000000 reps @   0.0002 msec (4850000.0/sec): 500-pixel horizontal line 
segment

> How are the interpolation requirement for a line? Is it possible to 
> achive them with an opengl quad?

zero-width line pixelization semantics are pretty weak and we should be
able to hit them with GL quads. Getting the 'notlast' cap semantic
working is about the only trick necessary.

-- 
[email protected]

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