Using OpenGL as a window manager
Sean Estabrooks
seanlkml at rogers.com
Tue Apr 27 07:42:42 EST 2004
On Mon, 26 Apr 2004 23:17:59 +0100
"Martijn Sipkema" <msipkema at sipkema-digital.com> wrote:
> > Were there any more ideas on how to do the window transform
> > transparent to the app using standard OpenGL. For example app thinks
> > it is drawing into a rectangle. xserver wants the image in a
> > trapezoid. DRI is in use.
>
> But do we need this? I'm not convinced transparent windows are
> needed and this seems even less necessary. I think an application should
> be able to draw to the framebuffer and know what the resulting pixels
> will be.
>
> Microsoft seems to be going for retained mode rendering and
> transformations may be easier to do in that way, but I think that is a
> mistake. We should do as much as possible client side and I don't see
> any use in window transforms; they just bring in a lot of unwanted
> complexity.
Hi Martijn,
<Newbie Question>
Isn't the goal to provide the mechanism to allow a 3D window manager to
implement whatever policy it wants? The traditional 2D window managers
do their work behind-the-back of the application, why isn't this model
appropriate for 3D? Shouldn't a 3D window manager be able to do whatever
it wants to the objects it supervises?
</Newbie Question>
Sean.
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