--- Gradients ---

Yes, you read that right.  I was thinking of starting with vertical gradients,
as they will be easiest to implement (and fastest to draw).

These gradients will only be for the filled ellipses, boxes, and polygons,
basically an option to them.

The history buffer made polygon fills possible, and other speed improvements.
I am thinking of other ways to exploit it.

--- Splines ---

Yes, I'm crazy.  I figured "why not?"  Let's see how difficult it is to do
this in Perl, and yet be speedy.

--- Hardware Acceleration ---

Oh yes, I haven't given up on it yet.  Some framebuffer drivers have this
capability.  I intend to exploit the area copy features first.  The
module does have placeholders for this, but no actual support code yet.
I haven't investigated further, but if any framebuffer driver has
hardware accelerated primitives drawing, then that comes too.

I have noticed some have hardware rotate.  Now that's something to think
about.  HOWEVER, I doubt I will ever incorporate it, as I'd like to have
something I can add that can be accomplished with acceptable speed in
Perl.

--- Inline C ---

Well, Perl has the capability of incorporating C with Perl code, and
the module "Inline::C" would do the trick.

Problem is, I'm not that adept at C, but I'm willing to give it a shot.
I'm not sure how the variable mapping to the framebuffer would go in an
inline C routine.  I guess the best thing to do is to try to replace
plot first, and see how that goes.  Plot is essentially the core that
all other routines use to do their things.  So if I can get that
working in C, then the rest should be a lot easier.  Nevertheless, if
I do get it to work, it will still have a Perl codebase to fall back on
for those not able to compile C.  So no worries.
