Core Concepts
A major difference with more traditional systems would have been that higher level widgets existed in a server side scene-graph. This resulted in reduced communication overhead between the application and the display server when manipulating the widgets, because the information needed to re-render the entire scene was there. Keeping the scene on the server also allowed more opportunities to leverage hardware acceleration. OpenGL rendering of everything including the widgets had been implemented, and leveraging more advanced future hardware should have been possible without having to rewrite the client applications.
Everything in the scene-graph was a CORBA Object, and able to be manipulated in a network transparent way. The higher level widgets were built out of lower level primitives in the same way a (remote) client app would. So everything was accessible through a consistent CORBA API.
Fresco tried to be device-independent and resolution-independent. Switching from the OpenGL renderer to the PostScript renderer for printing for instance, should yield identical results.
Read more about this topic: Fresco (windowing System)
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