On Sat, Jan 31, 2009 at 10:41 AM, Chad J <gamerc...@__spam.is.bad__gmail.com> wrote: >> Still, most of us have pretty decent graphics hardware on our desks >> these days. It's sad that we still can't really use it to get decent >> quality 2D graphics. So really I think the future is not AGG but some >> clever shaders to do AA with graphics hardware. I think DX10 class >> hardware opens up new possibilities here. And probably the distant >> distant future is back to just brute force 256x oversampling :-) >> >> --bb > > Interesting. > > So AGG is not dead and that looks like it'd be a nice project. A high > quality software rendering SVG lib complementing a GL project. > > It would also be neat to see shaders/GPGPU stuff applied to an SVG > renderer. Not just for the AA but doing all of the filters quickly too > would be great. > > Right now though I'm just trying to write a reference render path > without shaders or anything--something that even the really old hardware > will run. I think I might require a stencil buffer. Oh dear. > Hopefully this also makes porting to portable devices easier. > Eventually shader/GPGPU trickery can be applied to optimize and add > awesome, though it's probably not worth enough to me personally. I'd > happily watch other people do it though :)
You may know about these things already but... The two things I had my eyes on when I was last looking into 2D rendering were Amanith (www.amanith.org) and OpenVG (http://www.khronos.org/openvg/) It looks like Amanith has morphed into a commercial OpenVG implementation... hmm I think it was open source (GPL?) for a while. It was original just meant to be a nice 2D rendering lib on top of OpenGL. There's also the "glitz" backend for Cairo, though I think it's also a little dead. It wasn't really functional last I checked. And Cairo wasn't very Windows-friendly then either. --bb
