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This repository has been archived by the owner on Jan 14, 2023. It is now read-only.
Initial work has already been done on a shader-based pipeline, see e9db0c1. We should extend this to cover the entire functionality of java.awt.Graphics2D.
The text was updated successfully, but these errors were encountered:
In your humble opinion, which functionalities are particularly difficult to implement in the fixed pipeline but very easy to implement in the shader based pipeline? I hope you won't drop the former.
I haven't found anything that easier to implement in a shader than it is on
the CPU. However, I'd like to build a shader pipeline so that glg2d is
usable on mobile devices with OpenGL ES. I also think that some things can
be faster in a shader than on the GPU. For example,
StrokeShader.ghttps://github.com/brandonborkholder/glg2d/blob/master/src/main/java/glg2d/impl/shader/StrokeShader.gtakes
a path and draws it using the properties for a BasicStroke object.
This could be optimized even more using NVidia's Path api.
Graphics2D.setPaint(Paint) is one method that may be easier with a shader
(if you give it some non-constant color). But I haven't implemented this
yet and am not sure that's true.
However, rest assured I'm not dropping the fixed function pipeline (using
GL2 profile). I know that some people using glg2d are using it on old
hardware and don't have the latest video hardware.
Initial work has already been done on a shader-based pipeline, see e9db0c1. We should extend this to cover the entire functionality of java.awt.Graphics2D.
The text was updated successfully, but these errors were encountered: