On Saturday 04 June 2005 11:34, Melchior FRANZ wrote: > Is there an 'official' policy w.r.t. rendering engines in KDE4? I think > about porting my kdeartwork-screensaver to KDE4. Currently it uses libart2 > for rendering. It would be nice if I could drop this dependency and use > Arthur. But according to the Qt4 documentation, Arthur does anti-aliasing > only if there's OpenGl available, which would be a noticeable degradation. > Or will kcanvas serve as a layer in between, that uses Arthur if possible, > and libagg2/libart2 otherwise. Or is all that not decided yet? :-) Hi Melchior, there is no unique answer to that question, as it really depends on your need. For KCanvas I can promise you a Qt4 backend (beside the agg2 backend). libart will never ever be used in KDE again - at least KDE won't depend on it anymore, as it s * u * c * k * s :-). Though only use KCanvas if you really need advanced features, like the general support of "paintservers". ie. define a KRenderingPaintServerGradient, and reuse it to draw ie. 3 different paths - stuff like that (needed for svg.) If you want to have sth. like "QPainter p; p.setBrush(Qt::red); p.drawRect(.." you will be better of with Qt4's QPainter as it does not force you to use such a "complex API" like KCanvas offers. Projects like 'Kast', 'KDVDStudio' already use KCanvas (not to forget: ksvg2 too :-) because they explictitely want/need such an advanced API.... so it really depends on you.. The icon engine must probably use agg2 in KDE4, as we do have to have (fast) anti-aliasing in any case; maybe we should use Qt4 only if AA is available. This is something still undecided, and I don't want to decide until I really tried Arthur as KCanvas backend, so I can see how it "performs" with real-life SVG content. Stay tuned - watch my blog :-) Bye Bye Niko >> Visit http://mail.kde.org/mailman/listinfo/kde-devel#unsub to unsubscribe <<