I'm already shopping for an OpenGL-capable laptop, just so I can finally run your code :-).
--Tim On Tuesday, September 15, 2015 12:08:10 PM Simon Danisch wrote: > I've looked at most techniques and settled for distancefield based > techniques for OpenGL. > I'm in the middle of putting everything together but right now I've just > finished support for different markers, styles (glow || outlined || filled) > and full unicode rendering. > You can place and rotate them however you want ;) > Lines rendered with the same technique are mostly there. They'll support > the same styles and stuff like dotted lines, etc. > To get an idea of how the technique compares to Agg and Skia you can look > here: https://www.mapbox.com/blog/drawing-antialiased-lines/ (there is a > graphic with exactly that comparison, WebGL is the technique I'm talking > about). > What's missing with that approach is hinting and LCD aware anti aliasing. > I've seen people add these techniques to distance field rendering > pipelines, so I'm optimistique that we can add them later on when asked for. > So far I'm positively surprised by the quality. I've made some screenshot > if you're > interested: > https://drive.google.com/folderview?id=0B9vNkD-OdlWNV3dCUWJyeTk3aDA&usp=sha > ring > > The speed is top notch, giving me smooth rendering of 1 million static > particles and 50 thousand animated particles on my pretty weak ultrabook > (i3 with hd 4400 - 1 million particles render in roughly 0.03s) > It supports hit testing calculated on the GPU( exposed via Reactive). Any > pixel on the screen can be traced back to its origin. > I've added quite a lot of support for selection and editing the data > directly on the GPU, which enabled me to implement complex stuff like text > editing and 3D gizmos. > I hope that I can release all this in roughly one week. > > By the way, it's all written in Julia and OpenGL with very little > dependencies ;) > > Best, > Simon > > Am Dienstag, 15. September 2015 18:01:37 UTC+2 schrieb Tom Breloff: > > Does anyone in the community have experience with Anti-Grain Geometry as > > an alternative to Cairo? > > > > http://www.antigrain.com/ > > > > I know very little about it, but it could possibly be faster and more > > stable than Cairo for 2D graphics, with a lighter dependency footprint. > > It > > is a C++ package, so this is something that will depend on a stable > > Cxx.jl. > > > > Are there any other similar frameworks that could be more performant than > > Cairo for intense 2D simulations and realtime plots? I suppose OpenGL, > > although my experience with OpenGL is that it's hard to make the graphics > > pretty. Thoughts?
