Vo Minh Thu schrieb:
There other possibilities to deal with raster graphics:
- Use gtk; i.e. something like
http://hackage.haskell.org/package/AC-EasyRaster-GTK
- Output the data in some image format (if you want to do it yourself,
the most simple is PPM)
- Use X11 directly (if you're on
On Fri, 30 Jul 2010, Eitan Goldshtrom wrote:
HGL actually looks like EXACTLY what I need. I only need to set pixels, which
looks like
just what HGL would be good at. Only problem is that I can't find a single
tutorial for
HGL. Does anyone know or any, or where I could find one?
I found the
HGL actually looks like EXACTLY what I need. I only need to set pixels,
which looks like just what HGL would be good at. Only problem is that I
can't find a single tutorial for HGL. Does anyone know or any, or where
I could find one?
-Eitan
On 7/30/2010 12:22 PM, Henning Thielemann wrote:
I'm having an unusual problem with OpenGL. To be honest I probably
shouldn't be using OpenGL for this, as I'm just doing 2D and only
drawing Points, but I don't know about any other display packages, so
I'm making due. If this is a problem because of OpenGL however, then
I'll have to learn
2010/7/29 Eitan Goldshtrom thesource...@gmail.com:
I'm having an unusual problem with OpenGL. To be honest I probably shouldn't
be using OpenGL for this, as I'm just doing 2D and only drawing Points, but
I don't know about any other display packages, so I'm making due. If this is
a problem
Yeah, using openGL Points to draw 2D images will probably be pretty slow.
However, if you don't need to change your points every frame, a display list
might improve the speed quite a bit (you could still transform the points as
a whole).
Also, you could try the SDL bindings for haskell:
If you still want to use glVertex with GL_POINTS, instead of a display
list, you'd better go with vertex array or VBO.
But still, if the implicit coordinates of a raster is assumed, pairing
the coordinates with their value is overkill.
Cheers,
Thu
2010/7/29 Job Vranish job.vran...@gmail.com:
Yep, no surprise there. I would suggest using bitmap[1] to construct
your bitmap, and bitmap-opengl to put it into an OpenGL texture and
draw it on a textured quad. I think OpenGL is actually an OK choice
for this application, because it is the most portable graphics method
we have available.
On 2010-07-29 11:30 -0600, Luke Palmer wrote:
If you are trying to redraw in realtime, eg. 30 FPS or so, I don't
think you're going to be able to. There is just not enough GPU
bandwidth (and probably not enough CPU).
Updating an 800x600 texture at 30fps on a somewhat modern system is