Calling interested Glamo OpenGL developers (was: The forbidden topic: Glamo OpenGL)

Nicola Mfb nicola.mfb at
Thu Nov 20 19:00:02 CET 2008

2008/11/18 The Rasterman Carsten Haitzler <raster at>

> [...]
> evas supports opengl too. no it doesn't have an advantage, as glamo won't
> be
> doing opengl at VGA (the resolution of the device) so you won't be doing it
> for
> normal 2D UI's (thus my comments of it being of limited use for some
> fullscreen
> games for example where you drop to QVGA for the game). also the 256x256
> max
> texture size leads to problems even if it could do VGA output.

Oh this is a definitive limit, I would appreciate 3d acceleration to speedup
everyday apps, and not some small 3d games, this is secondary for the
freerunner actually.

> > *) when necessary you can use directly Xlib because X is 2d accelerated ?
> you ALWAYS use xlib* - if you want to interact with x in any way.

I mean, if my preferred toolkit does not advantages of hardware
acceleration, I may use Xlib and call for example XCopyArea to do fast blits
in video memory?
I wrote a small code snippet to test XCopyArea performance, and it seems to
do about 25fps smoothscrolling but at the cost of XGlamo using 70/80% of
CPU. This seems very strange, it maybe my code is wrong (I repeat I'm not an
expert :) ), or XCopyArea is not full accelerated, or Xglamo has to be
optimized, or that the Glamo GPU is simply slow :)


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