Hello colleague,

On Tuesday, February 24, 2015 at 4:37:04 PM UTC+1, Simon Danisch wrote:
>
> Well, sticking to the Cairo API is not an option, quite frankly. 
> I want to create something completely interactive at high speeds. I want 
> to see, if I can actually compile parts of my event tree completely to the 
> GPU and directly manipulate the points of, e.g. a rendered path, in GPU 
> memory. Which is far, far away from Cairo's approach (and actually any 
> approach I've seen so far). 
> If there is a demand for exporting other formats, which Cairo is really 
> great at, I much rather go for a thin wrapper, that can translate my calls 
> into Cairo calls.
>

Which is a move into the right direction.

>
> To give you a context and a better understanding from where I come from:
> I want visual debugging and interactive programming and at some future 
> point in time 2D/3D manipulation capabilities comparable to Illustrator or 
> 3DS Max. 
> This is very hard to achieve if you have 1 million paths, or 2 billion 
> triangles. Definitely not achievable with Cairo or what not.
> So while this is great stuff for the scientific community in terms of 
> scalability, it's not immediately useful. 
>

Can you explain clearer where you see deficiencies? I agree that Cairo 
makes it not easy to operate large path definitions. There is some 
infrastructure today with push/pop or recording surfaces but it doesn't 
look like fully efficient (for redrawing). I did also some experiments with 
cairo script interpreter, and my last ideas went into: write julia code 
that paints that path definion, compile it, run it (so something like a 
render compiler - afaik a concept like this exists in the GL world).


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