| Gnash for BeOS (Take 2). |
|
|
|
| Written by DaaT | ||||
| Monday, 27 November 2006 | ||||
Page 1 of 2 I received an e-mail today from Michael Lotz, who, among other projects, has been working on USB for Haiku and SVG support. Now he's been dedicating his time to porting Gnash 0.7.2 to BeOS and Haiku. Who better than himself to speak about it, so I leave you with his words, after the break, and a teaser screenshot. Enjoy (I know you will).
"I've been busy porting the latest Gnash 0.7.2 release to BeOS this weekend. I did start this port as the other version that was apparently ported earlier this year never had a public release. I've achieved a full port that is using the AGG rendering backend and a native BeOS GUI. I also wrote a Firefox plugin based on my SVG plugin (instead of trying to port the embedded X stuff). The native BeOS audio handler is yet incomplete, which is the reason why I didn't release anything yet. While I hope to fill a gap for the BeOS community, there are some reasons why you shouldn't get too excited: 1. The port currently requires BONE. I will try to port back to plain R5, but that will most likely mean no network support will be included. 2. Gnash itself is not quite stable. It crashes sometimes and often blocks on assertions. I will put some more effort into resolving the latter so that it quits gracefully instead of freezing (which is especially painful if used as a plugin, because it takes the browser with it). But these are general Gnash issues which need to be fixed by the project. 3. Gnash works with most files up to version 7 and even with some of later versions. But don't expect the results to be perfect. There are holes in the parsing, rendering and ActionScript parts that prevent some files from working correctly. For your viewing pleasure there are of course some screenshots:" Once more, great work on Michael's part. As he progresses, we'll try to bring you up-to-date news about the port. Stay tuned! |
||||
| < Prev | Next > |
|---|









