openGL

John (J5) Palmieri johnp at redhat.com
Thu Apr 19 17:56:52 EDT 2007


On Wed, 2007-04-18 at 17:17 -0400, Noah Kantrowitz wrote:
> Bert Freudenberg wrote:
> > 
> > On Apr 18, 2007, at 22:44 , Noah Kantrowitz wrote:
> > 
> >> Bert Freudenberg wrote:
> >>>
> >>> On Apr 18, 2007, at 22:33 , Noah Kantrowitz wrote:
> >>>
> >>>> Andrew Clunis wrote:
> >>>>> Jordan Crouse wrote:
> >>>>>> Please, stop perpetrating this myth.  The LX can not scale arbitrary
> >>>>>> chunks
> >>>>>> of pixels - it can only upscale and downscale the entire visible
> >>>>>> area.  This
> >>>>>> is available to X through some clever RandR tweaking.
> >>>>>
> >>>>>> Jordan
> >>>>>
> >>>>>
> >>>>> Aw, bummer.
> >>>>>
> >>>>> Still, at least more graphic intensive games should be able to
> >>>>> render at
> >>>>> something less than 1200x900 (by making a fullscreen surface in
> >>>>> PyGame/SDL thanks to the RandR tweaking, probably) and still fill the
> >>>>> panel.
> >>>>
> >>>> This will probably interfere with the frame though.
> >>>
> >>> Actually, no - that's the nice thing about using vector graphics.
> >>
> >> I'm not sure what vector graphics have to do with it. PyGame in
> >> fullscreen mode generally puts itself on top of everything else, which
> >> would mean you can't see the frame.
> > 
> > It thought you worried about the different resolution.
> > 
> > PyGame can equally well run in a window, which will happen to cover the
> > whole screen thanks to matchbox.
> 
> No, it won't. If you have a 640x480 Pygame (read: SDL) window, it will
> just be in the top-left corner. I have some code that allows embedding
> SDL into Hippo, so you can at least center it, but it is still just
> 640x480. If you change X modes, it will could fill the screen, but then
> you get back to flicker issues.

Please let's not add hacks just to support pygame. I put pygame in there
because there are a ton of child oriented games written in it.  However
it is not permission to just throw games on and forget about them.  The
idea is to make is smoother to port to sugar.  One of the porting jobs
is for games to support multiple resolutions, hopefully through
switching to vector assets.  This saves disk space as well.  If the
issue becomes performance in pushing pixels then we can talk about ways
of speeding that up, perhaps through resolution tricks.  Let's fix the
issues within the games themselves instead of working around them.  Only
as the last resort will I allow bubblegum and duct tape to get things to
work.

-- 
John (J5) Palmieri <johnp at redhat.com>




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