nanogui: IPC client/server comm.
Subject:
Re: IPC client/server comm.
From:
"Greg Haerr" ####@####.####
Date:
30 Mar 2000 18:44:47 -0000
Message-Id: <00c401bf9a77$71c62520$3017dbd0@censoft.com>
: I'm not sure about direct framebuffer mapping, but you would get a long
way
: by just adding support for off screen pixmaps in the client address space,
: and use blitting.
If you don't add direct framebuffer mapping with the above blitting idea,
then the offscreen pixmaps from the client address space need to be
blitted over the shared memory when finally drawn. You're only benefit,
(which is still a benefit, I agree), would be for the drawing to the
offscreen
pixmaps.
Now, implementing client-drawn pixmaps means you need to have access
to the clip regions and z-ordered window structs. If you check out how
I've implemented off-screen drawing, you'll see that off-screen drawing is
ENTIRELY equivalent to drawing to the framebuffer, but having the
address changed to a malloc() area. So - client-drawn pixmaps IS
direct framebuffer mapping, essentially, by the time you add all the
clipping support routines...
Regards,
Greg