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Group: Ann-Reply ... Reply to Announce group [web-public] | ||
Maxim: 3-Jan-2007 | with liquid being lazy, its processing the least so all it neads to refresh on any element change is that AGG line block and then it just reassembles the draw list. updating both lists when it needs to (not all changes will actually rebuild the 2nd draw block look, since it does not share all properties ) | |
xavier: 3-Jan-2007 | ok, i ve followed some discussions about agg and i can only dream about what can be done with it. I know that R3 is a major re creation of the virtual machine, but as a programmer i cant wait to see a version of rebol that interest the corporate world.... I ll try to help as far as i can | |
ICarii: 31-May-2007 | grr.. maybe its agg.. its getting invalid memory reads | |
ICarii: 31-May-2007 | bug is in the Shape dialect of AGG | |
ICarii: 31-May-2007 | bah - i needed that agg code for my wheels.. it works fine with the shape commented out :( | |
Maxim: 7-Mar-2009 | I have grown elixir to 6000 nodes. and it was still reacting in real time with less than 100 of ram useage... most of which is gfx data from the AGG gui. | |
Group: AGG ... to discus new Rebol/View with AGG [web-public] | ||
Christian: 12-Oct-2005 | Do recent /Commands include AGG already? | |
Pekr: 13-Oct-2005 | hmm, but how you want to achieve that? You would have to have complete PDF specification parser and convert to AGG to display ... | |
Rebolek: 21-Oct-2005 | I was cleaning my FTP accound and I found AGG Animation engine I wrote year ago. It's probably not finished, but there's a small working demo. >> do http://krutek.info/rebol/aggregator-cleaned.r | |
Cyphre: 25-Oct-2005 | Geomol, please be patient, lot of cool things is happening right now ;) I think Carl is planning to build a new View with updated AGG very soon. | |
Henrik: 25-Oct-2005 | it's probably depending on the graphics driver, but it doesn't really matter what I do, whether its rebcode, AGG or VID, things slow down to a crawl when going full screen. I did some time profiling which showed that SHOW takes up probably more than 75-90% of a drawing cycle, much depending on resolution. removing that obstacle or making SHOW more intelligent will speed animation up a lot. | |
Henrik: 25-Oct-2005 | I'm trying to do thumbnails with AGG. doesn't it do subsampling when scaling down an image? It looks just as choppy as with the old DRAW. | |
shadwolf: 26-Oct-2005 | shadolf i dead waiting lol ... Well SVG renderer widget for RebGUI is not a urgent stuff at all ... Well yes if the 2 needs i have are integred to next rebol/view AGG release it would be really nice this will allow us to enlight rebGUI look with scalable graphics ^^. next thing once the 2 needs i have are available will be to work on the renderer engine widget to make it as fast as possible to allow a lot of SVG content to be rendered without impacting rebgui performencies. | |
Terry: 4-Nov-2005 | Cyphre, when you say "Rebol with Rebcode is faster", do you mean the AGG library? | |
Graham: 4-Nov-2005 | No, he means using Rebcode with AGG. | |
BrianH: 4-Nov-2005 | I'm guessing AGG to do the rendering, rebcode to do the computation to generate the data for AGG to render. | |
Terry: 4-Nov-2005 | If AGG is incorporated into Rebol, isn't there a need to mention that in the license? | |
Terry: 4-Nov-2005 | And when will be able to use AGG with async? | |
BrianH: 4-Nov-2005 | Is AGG licensed as BSD with the advertising clause or without? | |
BrianH: 4-Nov-2005 | If without then RT doesn't have to mention anything. As it is, REBOL is mentioned on AGG's website as a user. | |
BrianH: 4-Nov-2005 | No. The advertising clause would say that they should publically say in all advertising of REBOL that it uses AGG. This clause just says that they need to include the copyright notice of AGG somewhere, not that the notice has to be really visible. | |
BrianH: 4-Nov-2005 | Most of the time that info is put in a ReadMe file or an About dialog, but since View has that info online, online docs are where it needs to be. And the online docs related to Draw do mention AGG (I think). That clause is less restrictive than you think. | |
BrianH: 4-Nov-2005 | AGG is mentioned in the View release notes, including links to the AGG web site. | |
Terry: 5-Nov-2005 | Yeah, AGG may be good, but I bet it can't do this http://blueballfixed.ytmnd.com/ | |
Pekr: 5-Nov-2005 | Terry, what you should probably realise is, that that are only probably TWO libraries for vector graphics in the open-source world - one being AGG, second one being Cairo, library which was selected by Mozilla foundation, Apple etc. to do SVG. Both are very good work imo ... | |
Pekr: 5-Nov-2005 | And looking at Laszlo - it is nice but definitely slower than VID. I think that AGG, performance wise, is even better than Flash ... | |
Pekr: 5-Nov-2005 | http://www.epsitec.ch/cresus/documents/base-f.php- All in AGG! Other companies using AGG here - http://www.antigrain.com/customers/index.html | |
Pekr: 5-Nov-2005 | AGG is definitely a win for Rebol (compare it to old draw, right?) and it provides us with professional grade vector graphics .... Look at Canvas RPaint - very good example of what is it capable of ... | |
shadwolf: 11-Nov-2005 | DIDEC you get the point ... the ask is un precise. My case is particular a gradient iss that take in charge percent and vertorial orientation to feet SVG datas would be a plus. I think gradient the way they are yet implement in Draw/AGG are better than the SVG way. SVG is huum less natural less close to human way of thinking and in that philosophy it feets perfectly with the REBOL . | |
ICarii: 11-Nov-2005 | It'd be nice to have VIEWPORT command for creating virtual surfaces inside AGG/Draw - especially to use it to constrain text for applications such as scrolling and spreadsheets.. | |
shadwolf: 21-Nov-2005 | SVG support the element in a stackable way so it's good to be able to reproduce that feature with draw/AGG push | |
shadwolf: 21-Nov-2005 | for example you draw a black cirle and on top of it you put 2 spots yellow and a yellow line SVG keep the track of that and rebol drew/AGG is abe re produce it perfectly... | |
[unknown: 9]: 21-Nov-2005 | IS ther a good description of AGG somewhere? | |
Pekr: 23-Nov-2005 | would it be possible to use agg to create kind of Corel Draw? Simply to detect objects you draw? If I understand it correctly, currently when once you draw, it is laid down to face bitmap ... | |
Oldes: 23-Nov-2005 | That's related to Rebol itself, not just AGG. And it's very bad that it's not possible. | |
Graham: 28-Nov-2005 | Rebolek's AGG demo called "Cyphre" reminds me a bit of Tempest 2000 - anyone planning on a Tempest 2000 clone ?? :) | |
shadwolf: 5-Dec-2005 | i will be really glad if some AGG guru could have a look on this script and modify enhace it and maybe make a tiny lib ^^ | |
ICarii: 5-Dec-2005 | I'm intending to move flounder to AGG when i get a spare moment | |
Rebolek: 6-Dec-2005 | Are the AGG bugfixes part of View 1.3.2 ? | |
Cyphre: 9-Dec-2005 | I'll post resume of AGG fixes/improvement very soon in this group so you are informed. | |
Rebolek: 29-Dec-2005 | 9-Dec 9:53 Cyphre "I'll post resume of AGG fixes/improvement very soon in this group so you are informed." Please, Cyphre, can you post it before competition's dead line so everyone can made use of it? :) | |
Cyphre: 22-Jan-2006 | We can provide 'bilinear' transformer. But the bilinear algorithm in AGG is behave somehow strange. If anoyne know about correct one we might try to implement it or fix the current one in AGG. | |
ReViewer: 2-Feb-2006 | Now, using AGG style, I don't see any difference using bilinear or nearest neighboor... maybe I'm wrong in my code... | |
Cyphre: 2-Feb-2006 | ReViewver: the FIT and ASPECT effect block command are using the old(non Agg based) scaling algorithm. You can use the bilinear filter mode only in the DRAW block. | |
Graham: 18-May-2006 | AGG and flash rendering... Cyphre, what's your view on this news? | |
Cyphre: 18-May-2006 | I'll be reviewing the new official version of AGG (2.4) very soon. Maybe we could put the Flash rasterizer into DRAW dialect (it depends how much usable it is in real world, also how much code increase ould cost etc. | |
Pekr: 18-May-2006 | hmm, I thought we could use Flash IDE tools, "export" curves and let it be "played" by rebol/agg :-) | |
Volker: 18-May-2006 | Which means you need either a clever parser, or a call to new AGG. | |
Henrik: 5-Jun-2006 | changed in AGG or in the code? | |
Graham: 5-Jun-2006 | in AGG. | |
Graham: 5-Jun-2006 | just labelling the y-axis is a problem because of the way AGG does the rotate vs PostScript rotate command | |
Graham: 5-Jun-2006 | and there's no way to save a graphic state in AGG. | |
Anton: 5-Jun-2006 | Graham, AGG rotation: that's just an effect of the way AGG does its transformations which apply to the whole image. The rotate command is just a shortcut method of specifying just the rotation angle of a transformation. | |
Pekr: 11-Dec-2006 | One developer was tryting to prepare AGG as an replacement to Mozilla Cairo vector engine. So we would get AGG in browsers too :-) ... unfortunatelly, licence change ruins the effort | |
Pekr: 11-Dec-2006 | We can assume, Cairo is distributed under LGPL, right? If so, it becomes really incompatible with the GPL. For now I'd suggest you to keep using AGG 2.4, at least until we can come up with a better legal solution. Basically, I want to prevent some commercial monster corporations" from free use of AGG. But I do want the Linux world to keep using it for free. I'm not quite sure how well LGPL protects from uncontrolled free commercial use; if it does, I may re-think and switch to the LGPL. But I'm not willing to keep using totally free, BSD-like licences in future versions. Ideally, I'd like to come up with some kind of a QT-like licensing scheme." | |
Pekr: 11-Dec-2006 | but he also adds: We are working on a legal solution that allows us to prepare special releases of AGG under a commercial license along with GPL. Currently you can keep using AGG 2.4 for free, but I'll stop supporting it soon. We are also working on different fee plans, to make it as flexible as possible. It's hard to tell you concrete values right now, but there won't be anything extraordinary. Depending on the projects and your revenue we can even provide you a free commercial license". We will inform you soon about possible options. McSeem" | |
Volker: 20-Dec-2006 | Does someone have a demo-script with agg-fonts on debian? I have no deep clue how to use 'draws deper features and dont want to spend some hours figuring that out^^ | |
Henrik: 20-Dec-2006 | there is the AGG Draw test in the viewtop. it uses both VID and AGG fonts | |
Graham: 20-Dec-2006 | http://www.compkarori.com/vanilla/display/AGG | |
Dockimbel: 26-Feb-2007 | Is there a way in Draw/AGG to globally set TEXT rendering mode (aliased, antialiased, vectorial) instead of setting it each time you call TEXT ? | |
Dockimbel: 27-Feb-2007 | Cyphre, can you tell us what changes will bring the next Draw/AGG releases ? Wider font support ? Dialect improvements ? | |
Dockimbel: 27-Feb-2007 | I'd like to have better font support (most of Windows TT fonts seems to not work), better font objet support (things like 'offset and 'valign doesn't seem to work), persistent Draw settings (like Text rendering mode). These font issues may be due to my lack of experience with the new Draw/AGG, did other ppl had the same issues on windows ? | |
Cyphre: 27-Feb-2007 | AGG based DRAW is platform independent so it doesn't need X-Win or any other API framework. The only dependent part is TEXT rendering(which is not included in the AGG). Currently it supports Win32API and FreeType2 library to be able render text. So even if you have rebol on Linux you only need freetype2 lib, not Xserver in your setup. (the X-win dependecies are in the older Text rendering engine of R2 used for text in faces which will be eliminated in R3). | |
Maxim: 27-Feb-2007 | AGG wouldn't have this effect since it does not seem to use clear text. in fact, in general I find AGG font AA pretty ugly... is there a way to improve this? even if its slow? there are some situations which do not mind speed (generating HQ output graphics, for example) or small GUIs or when converting face looks to bitmaps before display.. (trades speed for ram) | |
Graham: 27-Feb-2007 | Is carl going to release a linux sdk with agg enabled? | |
Graham: 27-Feb-2007 | agg font support ie. | |
Cyphre: 28-Feb-2007 | Graham: I think the linux SDK will have agg enabled once we solve the font path identification thing. | |
Oldes: 6-Mar-2007 | I was just looking for some Rebol/draw (agg) manual and found this interesting project made using AGG (not Rebol related) http://www.contextfreeart.org/gallery/ | |
Jean-François: 11-Apr-2007 | Contextfreeart. I always thought it wouldn't be that hard for one of you guys to implement it in Rebol/AGG. | |
Dockimbel: 20-May-2007 | In the new DRAW/AGG dialect, it seems that the 'reset-matrix command just don't work with 'matrix or 'translate. I've tried the examples from TRANSLATE command found in the online DRAW documentation, the 2nd and 3rd examples are supposed to reset the translation, it just don't work (unless I've missed something obvious). Tested with View 1.3.2.3.1 and View 2.7.5.3.1. Examples URL: http://www.rebol.com/docs/draw-ref.html#section-3.33 | |
ICarii: 30-May-2007 | Is the AGG implementation capable of drawing filled donuts such as the third example in - http://www.w3.org/TR/SVG/painting.html#FillProperties | |
Pekr: 2-Jun-2007 | I would like our agg command structure to concentrate upon compatibility with SVG, if possible and if it would be benefical to us. E.g. I remember we could not produce compatible gradients ... | |
ICarii: 4-Jun-2007 | eg: i might have an effect: [draw [viewport [any agg commands.. text etc....] .. viewport [...] viewport [ .. viewport []]]] | |
ICarii: 4-Jun-2007 | if viewport was to be done like shape - but contain the full AGG dialect we could do nesting. | |
Gabriele: 4-Jun-2007 | i think AGG can probably handle non-rect clipping too. | |
ICarii: 4-Jun-2007 | A menu generator for AGG - work in progress ;-) http://rebol.mustard.co.nz/menu-wip.png | |
ICarii: 7-Jun-2007 | the coolness that is AGG/Draw realtime terrain rendering :) http://rebol.mustard.co.nz/terrain.jpg | |
ICarii: 9-Jun-2007 | more playing with AGG/Draw - Comic Terrain - http://rebol.mustard.co.nz/comic-terrain.png or for the script - http://rebol.mustard.co.nz/comic-terrain.r Admittedly I am not an artist ;-) | |
ICarii: 15-Oct-2007 | all of which you can change to expected agg fonts etc before calling size-text s: size-text make face compose [text: (t) font/name: "arial" para/wrap?: off] ;etc.. | |
Brock: 8-Oct-2008 | In most graphics programs there is something called the z-index or something to that effect, that controls the depth of the objects in a view. Usually range in value from 256 (top) to -256 (furthest away). I can't speak for AGG though as I have not played with it yet. | |
ICarii: 9-Oct-2008 | The AGG/Draw dialect will process and render things in the order they are specified inside the draw block for the face. There is no z-index for AGG. | |
Brock: 26-Oct-2008 | Are there any demo's that show the manipulation of AGG graphics within a GUI? For example, dragging points of a bezier curve to reshape the line etc? I thought I saw some from either Cypher or the AGG demos done by others. Can anyone point me to them? | |
shadwolf: 4-Jan-2009 | well My svg engine is working and got trouble only with matrix calulations due to an odd bug in the adapted version. Next i don't like the way my SVG works I wish to be able to do it in plain parse way (My method in not really elegant but it works fine in most cases SVG is an XML file so the XML data is converted to REBOL objects using parse and then i process those objects to convert into draw/Agg instructions). That was the fastest way i found at that time since what was important to me was the result not the beauty of the processing way. | |
shadwolf: 4-Jan-2009 | that show how you can input an svg image and use it to draw on top of it using AGG (we can imagine too animation displaying too etc...) | |
Pekr: 20-Sep-2009 | Agg spawns some interesting projects: Cross GL - slovak library allowing some interesting things - http://www.crossgl.com/index.html Fog GFX library - CPU instruction optimised AGG "add-on"? library from Czech author (author of AsmBlit and BlitJIT) http://twopixels.blogspot.com/search/label/fog-graphics | |
Steeve: 20-Sep-2009 | From the CrossGL perspective, application demonstrates: • Interactions with Hit Testing (buttons) at any angle and scale What is missing in our AGG implementation, capturing events from gobs (?) embedded in a draw design. | |
Maxim: 20-Sep-2009 | and we could extract data FROM the AGG image, like vertice points and stuff like that. | |
shadwolf: 21-Sep-2009 | (could be video, or 3D animation etc...) AGG will be just the entring gate and link for those contents | |
shadwolf: 21-Sep-2009 | yeah or drawing non image based texts ... most of the time in game text are all fuzzy small et because of the distance with using AGG to draw the text on top of your opengl embeded to VID layer you could at no cost get a stable way to display them | |
Maxim: 22-Sep-2009 | don't know really. but in any case, you don't have to use the library to do the rendering... We can always render them using AGG or OpenGL. as long as we have the coordinates. | |
Geomol: 11-Jan-2010 | Btw. I don't think, this belongs in this group, as it isn't directly related to AGG. Or did I misunderstood you? | |
Geomol: 11-Jan-2010 | Well, AGG and DRAW isn't used in my test. It's plain REBOL. It would even work with REBOL/Core, I guess. (I know, graphics in REBOL can be confusing.) | |
Oldes: 27-Dec-2010 | How it's with AGG and R3? Current REBOL version is using AGG version 2.3, which has copyright message: Anti-Grain Geometry - Version 2.3 Copyright (C) 2002-2005 Maxim Shemanarev (McSeem) Permission to copy, use, modify, sell and distribute this software is granted provided this copyright notice appears in all copies. This software is provided "as is" without express or implied warranty, and with no claim as to its suitability for any purpose. The AGG version 2.4, which is basicaly same as version 2.5 has copyright: Anti-Grain Geometry has dual licensing model. The Modified BSD License was first added in version v2.4 just for convenience. It is a simple, permissive non-copyleft free software license, compatible with the GNU GPL. It's well proven and recognizable. See http://www.fsf.org/licensing/licenses/index_html#ModifiedBSD for details. Note that the Modified BSD license DOES NOT restrict your rights if you choose the Anti-Grain Geometry Public License. | |
Oldes: 27-Dec-2010 | Can we update the REBOL's Agg sources to the 2.4 version to be used with open sourced host-kit? | |
Cyphre: 27-Dec-2010 | I got 'yes' from the AGG author to be able use v2.4 but there is not much significant changes in 2.3 vs 2.4 except internal code cleanup and few new custom rasterizers so the priority for going to 2.4 was never high enough to spend time on it. The AGG in R3 uses some code from 2.4 as it was much easier to add it this way than merge all the custom changes to 2.4 and then do all the testing to see if something went wrong. Ofcourse any effeort to make the proper transition from the current 2.3 based code to v2.4 is welcome. | |
Group: Announce ... Announcements only - use Ann-reply to chat [web-public] | ||
Maxim: 2-Jan-2007 | You can basically edit each AGG canvas graphic element directly from the canvas using the mouse, this includes dragging, reordering and a pop up menu which is stroke contextual :-) have fun | |
ICarii: 31-May-2007 | RebRings a new AGG/Draw based puzzle game can be downloaded here: http://rebol.mustard.co.nz/rebrings.r | |
Group: !Liquid ... any questions about liquid dataflow core. [web-public] | ||
Maxim: 16-Mar-2009 | I also use liquid to build vast networks of AGG graphics for real-time interface creation... we are talking several thousand lines of AGG commands. | |
Maxim: 5-May-2009 | we have tried to run liquid within R3 an it crashes rebol... but I didn't have time to figure out why, its a pretty complex object. but I will have to look at in sometime this summer... the simple 10X speed gain of AGG is enough to make it worth, especially since gobs provide internally of what paint simulates in R2. | |
Maxim: 5-May-2009 | now if Carl is interested in working with me on making this a reality, I will definitely give some time to the effort. even if we only use liquid for some part of VID it would make a lot of stufff SOOOO much simpler to write afterwards in application, and lazy programming really pays off in terms of economies of processing. in my application, rendering 1 graphic or 100 cause no more processing in most circumstances! only the AGG aspect of things slow down. |
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