Difference between revisions of "OpenTasks/Graphics/Hardware Acceleration"
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{{Infobox_OpenTasks| | {{Infobox_OpenTasks| | ||
taskname=Hardware accelerated blitting| | taskname=Hardware accelerated blitting| | ||
gsocworkload= | gsocworkload=100%| | ||
techcontact=[[User:somaen|Einar Johan Trøan Sømåen]], [[User:LordHoto|Johannes Schickel]], [[User:Fuzzie|Alyssa Milburn]]| | techcontact=[[User:somaen|Einar Johan Trøan Sømåen]], [[User:LordHoto|Johannes Schickel]], [[User:Fuzzie|Alyssa Milburn]]| | ||
subsystem=Engine| | subsystem=Engine| |
Latest revision as of 10:32, 31 January 2015
Open Task | |
Task Name | Hardware accelerated blitting |
Technical Contact(s) | Einar Johan Trøan Sømåen, Johannes Schickel, Alyssa Milburn |
Subsystem | Engine |
Background:
Some engines (Wintermute, Broken Sword 2.5) would greatly benefit from having the option of hardware acceleration for their graphics code, for fast alpha (transparency) blitting, rotation, scaling, etc.
The Task:
- Plan, discuss and develop a design for a generic API for hardware acceleration.
- Implement the API for several backends (for example the desktop OpenGL backend, and OpenGL ES backends such as iOS and Android), updating/refactoring the backend code as necessary to keep the code stable and maintainable.
- Update the Broken Sword 2.5 engine code to use the new API.
- Update the Wintermute engine code to use the new API.
Required Skills:
- Good C++ skills.
- Good knowledge of ScummVM coding conventions and portability guidelines (could be learned in less than a week)
Helpful to Have:
- Some basic knowledge of OpenGL and OpenGL ES.
- Access to several different supported platforms for testing.