From 6a62ebfa0e1d09349ab94668a1b29d07efefa766 Mon Sep 17 00:00:00 2001 From: Term Date: Sat, 30 Dec 2000 07:19:54 +0000 Subject: [PATCH] More cleanups by srl . SVN revision: 4068 --- legacy/evas/README | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/legacy/evas/README b/legacy/evas/README index 2747ecc1eb..eff74d369f 100644 --- a/legacy/evas/README +++ b/legacy/evas/README @@ -38,7 +38,7 @@ it will be slow. You can try the other engines: ./evas_test_old -m hard x11 is the X11 pixmap engine. -s 0 turns off ``dithering'' and smooth shading -for image objects hre for better speed. hard is the opengl hardware 3D +for image objects here for better speed. hard is the opengl hardware 3D engine. Note that if you do NOT have real hardware accelerated GL it will be SLOOOOOOOOOOOOOW - VERY slow. Much slower than software. Also Mesa 3.2 and below has known bugs that cause a segv. It's been fixed in Mesa 3.3. @@ -68,11 +68,11 @@ The result is an application creates an Evas & attaches that evas to a window. Now it just creates objects - create an image object, a text object, a line object, a rectangle object etc. It just moves and resizes these objects around by calling routines in Evas - Evas handles redrawing, scaling, ordering the -draws to acount for layers, clipping objects out that don't exist in the +draws to account for layers, clipping objects out that don't exist in the visible Evas area etc. All the application need do is call evas_redraw when it becomes idle to have the evas redraw what has changed. -This means less headache for tha application programmer. Now why do this as +This means less headache for the application programmer. Now why do this as a whole new library? Well - because the library can render the Evas as fast as possible. It uses Imlib2 to do the grunt work of loading images - and beyond that it can currently use either imlib2, OpenGL or X11 to render to the