update README

SVN revision: 3551
This commit is contained in:
Carsten Haitzler 2000-09-26 19:34:21 +00:00
parent 289117a952
commit 45edcbef32
1 changed files with 23 additions and 14 deletions

View File

@ -21,20 +21,26 @@ make install
in the test directory you will find a test program:
cd test
./evas_test
./evas_test_old
this will by default try the GL engine - if you don't have hardware
accelerated OpenGL it will be SLOOOOOOOOOOOW. Also Mesa 3.2 and below have
known bugs that cause a segv. it's been fixed in 3.3.
this will by default try the software engine - if you don't have a fast cpu
it will be slow. You can try the other engines:
./evas_test_old -m x11
./evas_test_old -m x11 -s 0
./evas_test_old -m hard
If evas didnt find OpenGL it will have built a software only engine so you
don't need to do anything. You can force software rendering with:
./evas_test 640 480 software
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
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.
you can change the window size by changing the 2 numbers (they are width and
height). if you dont append ``software'' as a parameter it will fall back to
GL rendering.
If evas didn't find OpenGL it will have built a software only engine so you
don't need to try hardware since this will fall back to sfotware mode
automatically.
There is a new evas_test program being written too - it's in progress, so
wait for it to be complete.
-------------------------------------------------------------------------------
MORE DETAILED DESCRIPTION:
@ -54,13 +60,14 @@ 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
visible Evas area etc.
draws to acount 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
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 or OpenGL to render to the
beyond that it can currently use either imlib2, OpenGL or X11 to render to the
Evas - if you have decent hardware that's supported by OpenGL you will see
in the area of 10-50 times (in future even higher) speedups in rendering
using the GL backend instead of the Imlib2 one (even though Imlib2 is a
@ -72,4 +79,6 @@ actually alpha blend, but X11 keeping the rendering server-side with pixmaps
and clip masks) so this means a highly optimized rendering subsystem to build
more complex things ontop of.
As it stands right now the API is still under construction - don't bank on it
remaining 100% stable. The backend of evas currently seems to have no bugs or
leaks that I know of, so feel free to punish it.