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1 Anonymous Users
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Re: Roadmap - Where are we?
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Just can't stay away
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Road? what road?
aren't we using machetes to cut thru the jungle thick C=AL cures first? ;)
Posted on: 2004/4/7 1:21
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Anonymous
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Re: Roadmap - Where are we?
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AROS Development, it's all relative...
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Re: Roadmap - Where are we?
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Just can't stay away
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Quote:
Since the developers habits are quite chaotic, it doesn't seem like a feasable thing to model in the roadmap. I still think the roadmap makes sense, although perhaps you shouldn't view it linearly but more like a set of requirements for 1.0.
Posted on: 2004/4/6 18:22
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Re: Roadmap - Where are we?
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Home away from home
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by Tjodden on 2004/4/6 8:13:17
Quote: We haven't passed the 0.1 milestone yet, because there are still quite a bit of outstanding OS 3.1 compatability issues. One problem here is that we don't yet really know what's left or decided what things of OS 3.1 we will omit. Also, the milestone includes comprehensive developer documentation, which is probably the biggest task left for that milestone. Perhaps if the milestones are in conflict with the devs current coding habits, maybe the milestones should be adjusted to reflect the dev's advancements? Dammy
Posted on: 2004/4/6 18:05
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Re: Roadmap - Where are we?
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Just can't stay away
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Quote:
We haven't passed the 0.1 milestone yet, because there are still quite a bit of outstanding OS 3.1 compatability issues. One problem here is that we don't yet really know what's left or decided what things of OS 3.1 we will omit. Also, the milestone includes comprehensive developer documentation, which is probably the biggest task left for that milestone. Ofcourse we have implemented quite a bit off several other milestones. AROS developers don't work linearly, but rather what they feel like doing, so...
Posted on: 2004/4/6 12:13
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Anonymous
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Re: Roadmap - Where are we?
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Why you little... URG! Damn, topic thefts
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Anonymous
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Re: Roadmap - Where are we?
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Um, What do sprouts have to do with the AROS RoadMap?
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Re: Roadmap - Where are we?
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Not too shy to talk
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Sweet. That's exactly how the Display implementations work.
DisplayWindow::getDrawSurface() returns a Surface* wrapping an offscreen BitMap DisplayScreen::getDrawSurface() returns a Surface* wrapping the screen's BitMap DisplayScreenBuffered::getDrawSurface() returns a Surface* wrapping the non-visible screenbuffer's BitMap (OS3.x friendly screenbuffering style). So, the HIDD stuff operates directly on BitMaps and provides genuine RGB rendering of primitives. This sounds very promising ![]()
Posted on: 2004/4/4 1:31
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Sprouts. Admit it, you know they're just totally wrong.
[size=xx-small]I knew I shouldn't have trusted my username to a little endian system...[/size] ...... |
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Re: Roadmap - Where are we?
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Just can't stay away
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Quote:
In that case everythin will work just fine, you'll simply need to get hold of the bitmap object for the screen, in case of DisplayScreen, or create a new offscreenbitmap in the case of DisplayWindow and DisplayScreenBuffered.
Posted on: 2004/4/4 0:54
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