Unfortunately Tokamak is already over for me
I’m just sitting in the train back home, as my Thesis wants to get some finishing touch. I really enjoyed these three days. From the social point of view Tokamak is just like Akademy a great experience. And this Tokamak was really big. The openSUSE offices are a perfect place for the sprint as there is one room big enough for all of us and several small meeting rooms for the small breakout groups. Thanks again to Will for organizing everything.
On Saturday we mainly had presentations and today the breakout groups started. In the morning we had a small discussion about activities/context/whateveritscalledthesedays and came up with a small API for activitiy management. Looks like the KWin part will be easier to do as initially expected as we can use quite some of the virtual desktop code to (un)hide windows whenever the activity changes.
After lunch we started two discuss Plasma/KWin integration. I had a list of points for better integration and the funny thing is, that most of the issues the Plasma guys and girl mentioned were on this list. Quite good that we see the same points for improvements. The discussions were really productive and I think we found consensus in all discussed topics which will hopefully result in code written and a way better user experience. One of the discussed issues was an improved dashboard. Currently the dashboard is just a normal window, resulting in issues like it’s possible to alt+tab or start present windows. The idea is to tell KWin that the window is a dashboard and that we add special support for it including a nice fade-background effect replacing the currently black background rendered inside the dashboard.
Due to overlapping schedule I was unable to attend the mobile session. I will probably try to get KWin compiling on Maemo, which requires a port to OpenGL ES 1.1. I thought that N900 requires ES 2.0 which would require a shader scene and way more changes to KWin code base including huge #ifdef areas. OpenGL ES 1.1 on the other hand is just a stripped down version of OpenGL 1.5. So getting KWin compiling should be much easier. Of course there have to be some changes as some currently used calls are unsupported, but removing glBegin/glEnd and switching from rendering quads to triangles will probably improve overall KWin and as I have a "port" of KWin to OpenGL 3 in my local git repository I can (hopefully) just cherry-pick those changes.
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