That is very impressive indead!  That performance,
without HW acceleration, and the helpfulness of the
author makes it an easy choice.

Any thoughts on an interface API?

Regards,

McKinley

--- Jarrad Hope <[EMAIL PROTECTED]> wrote:

> Check out this example here:
> http://antigrain.com/stuff/particle_demo2.exe
> 
> Check bitmap caching, move particles to 1000, check
> start universal.
> 
> I get 80-100FPS :| and thats maximised to full
> screen.
> 
> That is incredible! Im totally convinced this is the
> vector library for us
> 
> On Sat, 17 Jun 2006 05:17:46 +0800, Maxim Shemanarev
>  
> <[EMAIL PROTECTED]> wrote:
> 
> > Hi Jarrad,
> >
> >     > Once AGG is ported to nekoVM I am going to be
> starting an animation  
> >     > software.
> >     > Which will possibly need to handle complex
> vector graphics       >  
> > (importing/manipulating/displaying swf's)
> >
> > In this case, yes, the most recent addition can
> help you handle the  
> > fancy Flash data model (rasterizer_compound_aa,
> see  
> > examples/flash_rasterizer.cpp). As far as I know
> there are no other open  
> > libraries that support it directly. In Amanith the
> tessellator works  
> > only with traditional single-style polygons. In
> Flash it's very  
> > different, that is, instead of cyclic contours
> there's a set of acyclic  
> > edges with left and right fill attributes that
> eventually form a closed  
> > planar graph. So that, you can rasterize or
> tessellate the whole  
> > multi-color scene in one pass. But it isn't
> trivial to reconstruct the  
> > polygons in order to use the traditional polygon
> fill machinery.
> >
> >     > I am abit concerned when you said
> >     > "you can't use it for heavy duty realtime
> graphics"
> >     > well the graphics in the app would be a mix of
> realtime and moving   >  
> > things around.
> >
> > I mean really fancy real time graphics, like in
> most modern games (not  
> > obligartory 3D). At least AGG isn't slower than
> the original Flash  
> > player (maybe even faster). Still, very complex
> scenes, with high  
> > resolution, like 1600x1200 may work too slow in
> Flash. The criterion  
> > here can be as follows. If you are satisfied with
> the performance of the  
> > original Flash, AGG is most probably suitable for
> your needs too. If you  
> > need something dramatically faster, it's a long
> way to go to HW  
> > accelerated solutions, which are typically very
> complex, tedious to  
> > implement and expensive. And most of all, the
> resulting quality isn't  
> > guaranteed.
> >
> > But if you have a well defined interface and
> practically working  
> > software backend renderer you can replace it in
> future with some other  
> > solution.
> >
> >     > Because I was looking at the lens example on
> the lion and the alpha  
> >     > example
> >     > - both ran in realtime on my machine. The
> MultiClip at fullscreen  
> > goes        > slow, but holding space down on the flash
> rasterizers is fine.
> >
> > That's right, the multi-clip isn't the best
> solution; typically these  
> > things are implemented with alpha masking.
> >
> >     > Perhaps theres a way of caching to make it run
> faster???
> >
> > Some things can definitely be bitmap-cached. For
> example, the latest  
> > Flash 8 uses caching technique too. It's not that
> trivial to implement,  
> > but doable:
> http://antigrain.com/stuff/particle_demo2.exe
> >
> > BTW, you are welcome to the mail list:  
> > http://antigrain.com/maillist/index.html
> > Perhaps, your ideas may be interesting to other
> people too and you can  
> > get more help there.
> >
> > McSeem
> 
> --
> Neko : One VM to run them all
> (http://nekovm.org)
> 


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