Publicité
Articles
Partenaires
- 1 – Introduction
- 2 – Présentations
- 3 – L'état des lieux du libre
- 4 – Libérez votre PC
- 5 – Un succès de plus pour le hardware libre
- 6 – DirectFB, l'espoir des joueurs libres
- 7 – Les initiatives
- 8 – Free-Attitude
- 9 – Conclusion
- 10 – Interview de Richard Stallman (français)
- 11 – Interview de Denis Oliver Kropp (français)
- 12 – Richard Stallman Interview (english)
- 13 – Denis Oliver Kropp Interview (english)
Denis Oliver Kropp Interview (english)
Presence-PC: Hello Denis Oliver, first question, I think you get used to it:
could you present your-self to our readers ?
could you present your-self to our readers ?
- Denis Oliver Kropp: I'm a 22 year old developer from Berlin and the main developer of DirectFB. My company "convergence GmbH" is developing an MHP (Multimedia Home Platform) implementation on top of a GNU/Linux/DirectFB system.
- DOK: DirectFB is our sub system for all graphics and input related parts in our architecture. We've started development in July 2000 to fulfill our needs.
- DOK: Right, as we began implementing the MHP specification consisting of many Java APIs we had exact definitions of what DirectFB had to provide. Today DirectFB has a lot of features and interesting technologies. It can be used for all user interface based appliances including set top boxes, point of sale terminals or industrial control panels. But all implemented proved to be very useful for state of the art desktops or 2D games. We can compete with MacOS X as we had fully accelerated alpha blended windows in the year 2000 already.
- DOK: In terms of 2D, yes. You can very easily port DirectDraw based games to DirectFB. Developers familiar with DirectX will love our API ;)
- DOK: DirectFB and DirectDraw based games have a very comparable performance. But DirectFB provides much more 2D facilities like alpha blending in combination with alpha or color modulation. In fact, DirectFB uses the texture mapping unit of the Matrox, while windows are a texture in video memory.
- DOK: Yes, with the recent addition of hardware accelerated OpenGL you can see GNU/Linux/DirectFB as the OpenSource counter part of Windows/DirectX in terms of games and MacOS X in terms of user interfaces.
- DOK: This indeed is the main reason why there aren't much full featured drivers, yet. Matrox released the full documentation to the public, which enabled us to write a full featured driver. If Matrox wouldn't have done so, DirectFB would probably not exist, or at least it would be limited to set top box hardware with closed source drivers.
- DOK: X11 is a network protocol for windowing systems. Limiting DirectFB to be a base technology of X servers would be like using a rocket as a sleigh only. A new desktop and toolkit development from scratch, designed for DirectFB, is highly appreciated.
- DOK: I have a lot of interesting ideas that I would like to implement, but I have to focus on the essentials. While others should write libraries, extensions and applications, I should concentrate on the core technologies.
One of my planned projects is network transparency at the higher level of DirectFB, i.e. the interface layer. DirectFB provides a hand full of interfaces that are implemented in one or more different ways. Each type of interface will get a network based implementation which communicates with a server that uses the existing implementations as if it would be a local application. You can compare that with Corba, if you like ;)
An interesting detail of this approach is that if a remote application wants to load a PNG file to create a sprite, it would send the compressed PNG data over network instead of the uncompressed pixel data as an X11 application would do.
- DOK: I expect more people taking part in the development or at least know what DirectFB really is, because I have to admit that our web site s****.
- Page précédente Richard Stallman Interview (english)
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