Bill Baxter wrote: >> >> As it's somewhat related, I'll mention that I'm working on a library in >> D that renders svg images using OpenGL. It can currently trace lines, >> rectangles, and circles, and more or less understands svg's nesting >> hierarchy and mathematical transformations. I'll try to finish off all >> of the filling, blending, stroking, and such things this Spring quarter. >> The license will be something liberal (zlib/freebsd/etc). > > Nice. I wrote something to do the opposite :-) To go from OpenGL to > an SVG file. > Actually I just cobbled together a couple of existing projects OGLE > (non-intrusive OpenGL32.dll replacement that can output jpegs and > wavefront .objs ) and gl2ps (intrusive API for outputing GL to > PS/SVG/etc) -- resulting in a non-intrusive solution for capturing GL > output to an SVG. Been using that heavily to make figures for papers > lately. >
Huh. That sounds rather impressive and useful. > I haven't actually made the code available anywhere... should do that > eventually. > > Back to your project, how are you handling A) filled polygons > (gluTess?) B) antialiasing? > A.) Hand rolled tessellation (working on it, actually getting a bit distracted by it since it's an interesting problem and fun to play with.) B.) Antialiasing - let OpenGL handle it. > Some day I'd love to try to port AGG to D. I bet its possible to make > some really slick and elegant improvements to AGG given D's templates. > > --bb Ah AGG. Looked good, though I didn't use it because of the GPL in 2.5 (semi-maintained-maybe branch) and because I tend to avoid things that aren't maintained (2.4 branch). Oh and yeah wrapping C++ isn't fun. Maybe port the 2.4? ;)
