Hi again, The reason why I asked is because the idea of a rasterizer is in my head which is written in GLSL. Because the whole rasterization-process is pixel-for-pixel (or in the case of AA, a pixel many times) a fragment shader seems somehow cool.
Of course I know that the shader would run extremly slow (compared to other shader-scripts usually used in 3d games), and that maybe even fragment-shader-3.0 is needed for all the conditions - but maybe a pre-digested format could be sent to the GPU which minimizes the amount of corner-cases and complex logic stuff. A great benefit of such a shader would be batch-abilitiy, so if e.g. many lines are drawn with solid colors, all could be done in one shader-run. So only one upload would be needed for many small operation. Even if it would never reach production quality or high performance, it somehow fascinates me ;) lg Clemens 2007/10/1, Jim Graham <[EMAIL PROTECTED]>: > One thing the bug report doesn't seem to mention is that the tiles are > 32x32 (it implies it by talking about the 1024 values being copied), and > that there is a function which quickly tells you whether a tile is all > 0s or all 1s so the renderer can either skip or do quicker fills of > regions that are all inside or all outside the path. > > The sun.java2d.pipe.AATileGenerator interface currently in the public > sources defines the methods in that workflow and shows a sample of how > they work. You can see it being used in a real world setting in the > AAShapePipe class in the same package... > > ...jim > > Clemens Eisserer wrote: > > Hi Roman, > > > >> Hey come on! I'd like to know the answer too. Give us a pointer to this > >> bug report! ;-) > > Of course not ... here it is: > > http://bugs.sun.com/bugdatabase/view_bug.do?bug_id=6529101 ;) > > > > Although I don't understand / it does not mention all the details it > > seems they let produce those alpha-masks by doctus and indeed upload > > those alpha-masks to vram which seems to cause performance-problems > > for simple operations covering large areas. > > What I still don't know is how these alpha-masks look in detail and > > wether the "normal" rendering is done? I guess the mask is used as > > mask and then "painted" with color ;) > > > > Btw. I read in your blog that you've done a rasterizer - whats the > > state of it, or the renderer implemented by Jim? I am just looking for > > a simple one to lern/"reserach" a bit in this topic. > > > > Thanks, lg Clemens >
