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authorHermet Park <hermetpark@gmail.com>2019-04-18 20:08:16 +0900
committerHermet Park <hermetpark@gmail.com>2019-04-18 20:08:16 +0900
commit3856e1a0026ff2c917b963051949a528db179d13 (patch)
treed8f25358d061983a92de279a724bb9b8c58c27f8 /src/lib/ecore_drm2/ecore_drm2_device.c
parent9c66a4751ce350d9fa5fce1207b596d21884d859 (diff)
evas gl: move to floating point coordinate system.
Summary: GL engine has used integer coordinates system since it's born though OpenGL basically uses floating point vertex coordinates system. There were many dissatisfaction, complaints about this since object's transition is jiggled, not perfectly smooth. It's obvious because Positioning must be stepping with integer units without any subpixel rendering. Our gl engine currently supports msaa options and evas map allows to have double precivion coordinates system, our engine must do handle this over as well, to work together. If you don't like change, We could switch behaviors optionally (turn on, only when msaa is enabled) But I think it's pointless using integer coordinates system in GL thesedays. It just make code complex to maintain. There will be an additional patch coming for SW backend map behavior soon. Left: before patch Right: after patch {F3694624} Reviewers: #committers, raster Reviewed By: #committers, raster Subscribers: raster, cedric, #reviewers, #committers Tags: #efl Differential Revision: https://phab.enlightenment.org/D8552
Diffstat (limited to 'src/lib/ecore_drm2/ecore_drm2_device.c')
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