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Group: All ... except covered in other channels [web-public] | ||
Steeve: 3-Apr-2009 | Simulating AGG is not the main aim here. The first target is to replace rebcode in R3 | |
Pekr: 3-Apr-2009 | ah, but you surely noticed what initiated this discussion? It was some test some guys did with the lib for AGG. | |
Maxim: 13-May-2009 | do the view parts work on debian, like AGG fonts? | |
Group: Core ... Discuss core issues [web-public] | ||
Maxim: 14-Dec-2006 | why don't you simply use AGG to "stamp" each character in a bitmap? using the draw command over and over (per character or per line) | |
Rebolek: 14-Dec-2006 | placing bitmaps with draw is possible even in non-AGG versions of View | |
Group: View ... discuss view related issues [web-public] | ||
Anton: 14-Sep-2006 | I would check the AGG documentation to confirm that though. | |
Anton: 21-Sep-2006 | The above uses AGG scaling via the DRAW dialect. If you are converting many images, it should be faster than using LAYOUT all the time (and the code is shorter). | |
Gabriele: 21-Sep-2006 | draw native has been added with AGG | |
Henrik: 22-Sep-2006 | I just miss being able to create proper thumbnails with draw AGG | |
Oldes: 28-Sep-2006 | I'm now reviewing one of my old View script and I need to turn of antialiasing to make it compatible with the AGG draw, what's the command please? I cannot find it. | |
Maxim: 2-Nov-2006 | (plus I'm not an AGG expert specifically) | |
Brock: 2-Nov-2006 | I'm not using AGG in this instance. | |
Maxim: 26-Nov-2006 | newer engine will use only AGG which will compute more stuff on the fly... and thus would be more memory efficient... but at what cost in speed. I hope that speed will not suffer, when compared to an app which does not use AGG. | |
Rebolek: 28-Nov-2006 | AFAIK there exist some AGG fixes. Are they part of new View and when not, when they will be? | |
Maxim: 19-Dec-2006 | just ONE field with a linear fill in AGG, I have discovered, will bog down the whole display! | |
Maxim: 21-Dec-2006 | doesn't Cyphre already have an AGG SVG viewer | |
Maxim: 12-Feb-2007 | hum... I have the draw docs for AGG but it seems the gradient fills are (as usuall with rebol it seems) so documented, such that We have no real clue how the values change or what are the basis... | |
Cyphre: 13-Feb-2007 | Maxim: I agree. There should be more info about the arguments. And yes, the need for 3 colors is just because the current gradient interpolation uses curve (this was some default AGG code we have used for DRAW but now I think it would be better to rewrite it from scratch. The new code will use linear interpolator among other changes.) | |
Maxim: 13-Feb-2007 | the other big weekness is our inability to extract any kind of data from the AGG computed visuals. cv info (for a text curve, for example... to match a graphic to its corner) , curvature data (length, coord + angle at offset, etc), box size, centroid (for quick searching of computed visuals), all of this is vastly faster (we are talking like 10000 times or more here) when done in binary and available. | |
Cyphre: 13-Feb-2007 | yes, the new gradients will be even more configurable. Regarding the access to the AGG internal representation. I have talked about this with Carl and we agreed in R3 it would be allowed to do functional programming of DRAW blocks. But all this needs more thinking... | |
Rebolek: 10-Apr-2007 | only AGG text. Or you have to render text to bitmap (to image! face ...) and then use the bitmap. | |
NormanDep: 30-Mar-2008 | Is Font redering involved for Linux in the testings? Latest news on AGG fonts for linux was that it was not working, although I had it working once in a special /view version.. Looks now its not fixed yet.. No problem, but would be nice to have some kind of official statement in the docs for /view /sdk how that works/is fixed/not works. | |
Pekr: 2-Apr-2008 | Later on, guys improved situation a bit - including cool AGG vector library into View ... (www.antigrain.com ). This is really cool and puts Cairo into trashcan (which is what they should do in the very beginning, except the Mozilla politics) | |
Pekr: 2-Apr-2008 | View now switched its compositing fully to AGG, and it got something like 20x faster in some areas. | |
Graham: 14-Apr-2008 | http://www.compkarori.com/vanilla/display/AGG | |
Graham: 3-Oct-2008 | http://www.compkarori.com/vanilla/display/AGG | |
Henrik: 2-May-2009 | R3 does this elegantly already: It's based only on DRAW and all options for filtering from AGG are exposed. It fully supports high quality down and upscaling. :-) | |
Maxim: 24-May-2009 | I have a strange reaction in some AGG code... calling show on the face is actually appending the new AGG drawing to previous such that the image is the result of all prior draws... but the draw stroke (verified) isn't growing! anyone know what is causing this... AFAFIK I am not using the draw command, but setting the face/effect and calling to-image on the face. | |
Maxim: 24-May-2009 | I need the math, the main use isn't for AGG, but it will eventually have to be displayed anyways. | |
Maxim: 24-May-2009 | I was asking, cause I saw a demo once of someone rebuilding the AGG spline manually right over the AGG one.. so some code definitely exists. | |
Maxim: 30-Oct-2009 | seems that AGG hasn't been updated in 2 years! should we fear it is being abandonned? | |
BrianH: 30-Oct-2009 | When last I heard, the guy got a job doing .NET stuff or some such and stopped developing AGG two years ago. Afaik he changed the license from BSD for 2.4 to GPL for 2.5, saying that "all future development" would be to the GPL version. However, the license change was the only difference between 2.4 and 2.5, and there was no future development. All afaik. So, abandoned, but BSD-licensed so who cares? | |
Cyphre: 31-Oct-2009 | From my last talk with the author of AGG we can use even version 2.5 without any problems. So far R3 AGG implementation is somehow blended between 2.3-2.4 Otherwise it is true the author(Maxim aka McSeem) is not active developing(at least publicly) AGG. But There is still small hard-core team which keeps improving the code with little steps. For example I'd personally would like to try implement completely new AA rasterizer which could make the rendering theoretically faster by 80-100% but this is long time run given my limited time. Next step could be make HW accelerated frontend for AGG. But this is 'pandora box' or 'can of worms' for me as I don't have energy to take care of all possible bugs in all possible GFX cards and setups at the moment :) | |
Cyphre: 31-Oct-2009 | re Cairo: Cairo seems to be popular mainstream. But AGG is used in a lot commercial projects silently so it is hard to tell. The facts are: 1. Cairo is slower than AGG.(when comparing SW rendering) 2. Cairo is a graphics library, AGG is a 'kit' to build graphics libraries. | |
Janko: 31-Oct-2009 | I already told this here but I know AGG was used in this higher profile "indie" game: http://www.wikgame.com/ | |
Maxim: 11-Dec-2009 | either you use AGG for aliased fonts, or you increase image size so its equal to the dpi you want to print. | |
amacleod: 11-Dec-2009 | I played around with it... AGG looks great on screen but prints fuzzy like you said... Increasing resolution looks sharp on printout... I do not know if I should spend time playing with scaling or just biting the bullet and converting output to HTML or pdf ...I had planned on it anyway but as usual what I thought would be a quick one or two day project turns into a week to make it "right"... But always an opportunity to learn new stuff! | |
Maxim: 24-Feb-2010 | MESSAGE TO ALL :-) I've finally found the way to drastically improve the overzealous mouse event handling within the lowest level of view directly without causing any noticeable side-effects in the normal face event handling. its a small patch in view's wake-event function. the only requirement is that you have at least one face (usually the window, if you can) which has a rate set to the response you need... usually around 15 -20 is enough. this makes face scrolling based on mouse mouse VERY smooth as there is no more lag ... which occurs because we can receive 2 to 3 times more events than view/AGG can refresh itself. if you need this, please speak up, I'll gladly offer the recipe. | |
Maxim: 15-Apr-2010 | actually I think yours will be easy to convert to glass, since its already in AGG | |
Cyphre: 16-Apr-2010 | Well, if you are able to make at least script that is able to crash (even randomly) I can test it here on external agg dll DRAW emulator to see if the porblem is in AGG code itself or if it is on the rebol dielaect side. | |
Maxim: 18-Apr-2010 | UPDATE on clipping crash.. using CLIP NONE , seems to be the definite cause which makes AGG crash in my tests. | |
Maxim: 18-Apr-2010 | then BAM... a crash... so its back to square one... linear fills, when clipping, just crash AGG at some indefinite point in time. | |
Cyphre: 19-Apr-2010 | Maxim, the first bug which crashes looks like DRAW dialect parser related as I tried it here with my debug library and it doesn't crash the agg engine itself. Unfortunately I can't test the original R2 dialect part here. The second bug with empty space in vectorial sctring is a side-effect of one older known bug and I have already a fix for this one. I'll ask Carl if he can add that fix to the next R2 release. | |
ChristianE: 25-Apr-2010 | If you do not have/need text or if you display text only thru agg instead of face/text, you can hide the superfluous caret in R2/View by setting the face's para to to an origin like -100x-100. | |
Graham: 24-May-2010 | http://www.rebol.com/downloads/v277/viewpro-277-agg-fix1.exe | |
Maxim: 3-Jun-2010 | some AGG blocks crash ... are you using AGG? | |
Henrik: 3-Jun-2010 | no AGG | |
Anton: 16-Jul-2010 | There is an AGG group, but there may be cause for a new "Draw dialect" group. | |
Nicolas: 4-Aug-2010 | agg_truetype_text.cpp ?? | |
Henrik: 4-Aug-2010 | rich text editing will probably not be handled at the AGG level. | |
Maxim: 23-Aug-2010 | I think I just found an interesting way to optimise AGG on R2 :-D I'm doing Animation tests with some complex vector & projection math (rotating/translating/projecting shapes using floating point math exclusively). using AGG and a non-standard manual management of the window, I'm acheiving 0% CPU at 30fps FULL SCREEN (1440x900) | |
Maxim: 23-Aug-2010 | the system I am using now, is doing double buffering. the AGG is rendered on the raster, and the call to show, tells view to update the window's bitmap so it reflects the changes to the raster. | |
Maxim: 23-Aug-2010 | image processing requires a lot of CPU juice. we have to render the AGG, use the bitmap in a face, apply an effect on it, and then re-create a new bitmap out of it. we aren't just drawing/effecting over and over the same image memory area but creating a new image at every refresh. it would be nice if there was a complement to the 'draw function called 'effect. maybe its in R3, or maybe it should be. | |
JoshF: 29-Aug-2010 | Thank for the example, Anton! Mind: Blown. I know Kung-f... I mean, how VID initialization works! Here's my cleaned up (and working!) test program. It should be a little more generic than your example, since it will set values until it runs out of facets or pane items. Label styles are treated specially though, as you can see. Maybe now I can fix their set-face method... REBOL [Title: "Node Property Sheet" Author: oofoe] ; Special thanks to Anton on altme/Rebol/View! s: stylize [ title: vtext red 256 label: text 64 agg: panel with [ multi: make multi [ text: func [face blk][] size: func [face blk][] decimal: func [face blk][] ] append init [ context [ p: pane f: facets while [all [not tail? p not tail? f]] [ either 'label = p/1/style [ p/1/text: f/1 ] [ set-face p/1 f/1 ] p: next p f: next f ] ] ] ] gpath: agg [ across label "Path:" field 150 "Unspecified" button "..." 30] gint: agg [across label "Integer:" field 50 "0"] gnumber: agg [across label "Number:" field 75 "0.0"] ] view layout [ styles s title "Project Settings" gpath "main" %. w: gint "width" 1024 h: gint "height" 768 gnumber "fps" 23.97 ] This is so cool! I am excited! | |
JoshF: 29-Aug-2010 | Here's the agg style with get-face doing what I want (returning the field name with everything else in a list, suitable for dropping into a key/value list): agg: panel with [ multi: make multi [ text: func [face blk][] size: func [face blk][] decimal: func [face blk][] ] append init [ context [ p: pane f: facets while [all [not tail? p not tail? f]] [ either 'label = p/1/style [ p/1/text: f/1 ] [ set-face p/1 f/1 ] p: next p f: next f ] ] ] access/get-face*: func [face /local p label x] [ p: face/pane label: to-word p/1/text p: next p x: copy [] while [not tail? p] [append x get-face p/1 p: next p] return reduce [label x] ] ] | |
Maxim: 31-Aug-2010 | one thing which is nice in the current system is that I'm not using pairs, but blocks of two float values, so a part from the actual AGG coordinates, everything is floating point and quite precise. | |
Maxim: 31-Aug-2010 | right now, I'm still flushing out the raw maths, but somehow, AGG always seems to squash any speed gains I get out of better interpreter speed. | |
Maxim: 31-Aug-2010 | Using R3 with stuff compiled and sidestepping draw in order to use AGG directly would probably allow several hundred frames per second for this simple test. | |
Maxim: 1-Sep-2010 | it might be possible to use a callback and allocate our own OS timer via library calls, but I think it not worth the hassle. going past 32 fps didn't produce noticeably smoother animation, and it allows much more time for (slow) math and AGG rendering in REBOL. | |
Maxim: 1-Sep-2010 | its already an issue that AGG or the GC seems to be generating a steady memory leak at each refresh, which I will have to investigate further. | |
Maxim: 1-Sep-2010 | from a normal REBOLer's perspective I don't see any different way. Don't get me wrong, draw and gobs are usefull and cool. plus, in R3 there is some optimisations by using GOBs afaik. but for fast Gaming, I'd completely forget about gobs, and draw and just allow access to the AGG C functions as commands in REBOL. rasterized and displayed in a window's bitmap directly. | |
Pekr: 1-Sep-2010 | Max - so far, all AGG functions are mapped just like commands, nothing more. Cyphre is working on a dialect right now, but it is not in-there. Each dialect keyword then maps to such a function - or how do you think the REBOL to AGG mapping is done? | |
Maxim: 1-Sep-2010 | for some reason, the text command was exported, and when I tried to use it, it just crashed R3. the whole system requires you to tell it where to draw stuff. all the C code expects either a gob! or a low level AGG graphics object. | |
Maxim: 1-Sep-2010 | the issue is mostly that they need to know where to draw themselves. which is not something I've seen refered to anywhere outside of the higher level draw commands and AGG calls. | |
Maxim: 1-Sep-2010 | my use cases tend to be on the fringes ;-) but I don't want to impede their plan right now. i can actually do (some/all?) of this work myself, since it would effectively be a completely separate rendering process than /view, I woudn't be competing with their efforts, it could just be an additional extension which uses the same AGG code, but with a different REBOL interface | |
Maxim: 1-Sep-2010 | most of it is math, AGG is just reflecting the vector maths I am doing. its also responsible for about 90% of the CPU use :-( but for now its not an issue since the game kit doesn't actually use these shapes for the user graphics, only for collision detection. | |
Maxim: 1-Sep-2010 | the user graphics are statically bound pre-compiled AGG blocks and render much faster, since I use AGG matrix ops directly for all of the rendering. | |
Maxim: 15-Sep-2010 | for the particles, either pregenerate (and simply offset) small faces with an transparent image or build an AGG block at each refresh. | |
Graham: 25-Sep-2010 | reposted from 3rd March, AGG group | |
Maxim: 21-Oct-2010 | another thing I've seen which causes immediate close is the use of "some" AGG constructs which crash the interpreter silently. chief among them is to use line-patterns which more than 2 colors. it doesn't always crash, but *it will* suddenly, without warning, IIRC. | |
Group: DevCon2005 ... DevCon 2005 [web-public] | ||
Pekr: 30-Sep-2005 | yes, that is true ... but someone here was working on fmod ... and Carl told me that if fmod goods as good as AGG is for graphics, he may consider it ..... | |
DideC: 3-Oct-2005 | - Pekr : Carl hasprepared his presentation the night before he given it (so he was not in great form this particular day ;-) - About Internet connection : the scholl connection where we were is provided by an Italian telephon companie that ensure the security. Mario have tried more than a week before to have some opening on it. Lot of faxes, telephon calls and time lost. We were all disapointed of that, in or outside the Devcon. - Rebcode : it will be part of Rebol soon. You can even try it if you want (windows builds folder, the zip file). But it still in design stage. The form, the capabilities and implementation are sugest to changes. Carl has insisted on the fact that rebcode will be a bit tricky to use. Kind of assembler code. Not for newbies. - Rich text : Cyphre show us its work. Actually it's a .dll, like he did with AGG in the begining. It's not just a renderer : it's editable rich text. Dialect base like Carl's blog proposed. Nothing more to say, it's just a prototype, a proof of concept, like AGG was at its time. It use AGG as engine, so font can be aliased or not. | |
Pekr: 3-Oct-2005 | I wonder about further AGG integration - you know, AGG added even compositing engine lately, so maybe Rebol's native one could be exchanged :-) Also there are now effects provided in 'effect level and AGG level, that is inconsistent .... what is more - with rebcode coming, we can do most effect ourselves and hopefully be fast enough? | |
DideC: 3-Oct-2005 | I have asked Carl about the problem of effect and draw different engine. He answered that the effect engine will be replace by AGG at terms. No schedule. | |
[unknown: 9]: 4-Oct-2005 | Q: Yeksoon asks "Reichart, there is a whole bunch of pple under Rebol SIG in QTask, .... are a lot of them working on QTask etc?" A: Yes. These are answers from Carl, Gab, Richard, etc. from the last day of the conference. I sat them all down, with many others from the conference, and we reviewed and tried to lock down answers. 1) Will rich text and rebcode became part of all rebol distributions from now on? A: Carl said "Once Rich Text and Recode are added (which was agreed on to be by Nov 14) ….yes." 2) we heard answer for async kernel in regards to LNS - some time ago Carl mentioned proper tasking or even timers could be added - is that anyhow realistic? A: Carl said "Tasking is special, and is pushed off to Rebol version 3." No date has been set, but it will not be now Carl said "Timers could be done now, and this could be done in a few months." Carl wants more feedback that people "need" them. So give him feedback. This also goes to say we need a common place where we all (in the Rebol community) can create a complete list of what is wanted, and then "vote up" the things we want done first. So RAMBO for now, perhaps Qtask soon, since it will have Voting. 3) I realized VitalNeeds removed all Rebol related info from their website - is the partnership lost? A: Carl said "No, but they are talking…" 4) what will be the next focus of RT? A: Carl said "Altissimo" 5) there was some talk about "rebuilding the team" - will RT employ/contract more developers? A: Carl said "Yes, and we are doing , send in your Resume and show us your cool app you wrote that is as good as Canvas!" 6) some time ago Carl talked about opening some of rebol code - parts of View, console etc - will that happen? A: Carl said "Yes, this is happening and is happening in pieces. The console is a good example. Nothing would make us happier than having people make it better, and not have Rebol be the bottleneck." 6.2) Part of that plan was "Rebol as a library" IIRC - is that concept still valid? A: Carl said" It exists today! Look in Windows directory for the DLL. You can call it. More is being worked on. Talk to Jaime." 6. 3) What happened to /Platform vision? I was not present last year at Devcon, but my understanding was, that /Platform is about modularisation, language plug-ins were planned too ... A: Carl said "Platform is being sold to Safeworlds…" I will comment on this later. 7) not to mention BCD, rebin, RIF, of which only RIF was mentioned. A: Carl said "We found another aprouch to BCD, so it was good we waited, Ladislav will be making this happen." 8) RAMBO is cool - but what about shared roadmap? I was contacted privately by one former Rebol developer, who felt Rebol plays on elite and that not knowing what is the plan for what product is really badly frustrating. Will RT create more SIGs, to fasten developments in certain areas? I talk about kernel areas, which general rebol user can not affect and waiting for enhancements can take years. Some ppl are already crying for better sound (if we want to use rebol for video-over-web for eg.) A: Carl said using Sound as example "Sound: a good example of code Rebol plans to make open. AGG for sound, would be perfect for Rebol. I am more than happy to publish this info." 9) We heard about spreading rebol x-times. What is RT's vision of how to achieve this? Such claims should be supported by some more concrete plan? Is still outer world (development companies) interested in Rebol, so maybe more of VitalNeeds partnerships could come? A: Carl said "This is complicated question…and answer. My belief of the world is that application have to be simple to use, and to make. That is what changes the future of computing. So I see a world with thousands of developers, making all sorts of applications, with that it will grow faster than anything else that has been done." 10) What is Carl's preferred drink? :-) A: Carl says "Non Alcoholic. POG. Otherwise…Vodka Martini, with Green Olive…very dry…(stuffed)" From Yeksoon: 1. RT official statement on current products line like View, IOS etc? Is it going to be replace by other range of products...support etc? How does moving 'beyond' View, IOS affect the current product offerings and hence the way alliance partners operates. A: Carl says "Yes, we are going to move beyond, the new features WILL make this more usable and faster, and more open than in the past." 1.2: For partners like myself, who are on the alliance program, we would appreciate if RT works closer with us on their commercial offerings, roadmaps etc. We need such info to make decisions ... A: Carl says "what we will be doing for Alliance, is help them move foreword on the new tech that is introduced, and with the minimum amount of effort." 2. How does the above decisions from RT leads to X% growth next year? Are there any change in the way business is done? A: Carl says "Yes, it is going to change a lot, and this will happen over the next year. This should bring you much better range of features, and enhanced as necessary by your teams." | |
Pekr: 4-Oct-2005 | next - I don't understand AGG for sound? Is that just analogy simple that we should be looking for kind of AGG library for sound? What does Carl mean by "I am more than happy to publish this info"? So, maybe we should look more closely into fmod.org finally (or some other library) :-) | |
MichaelB: 4-Oct-2005 | @Pekr: "next - I don't understand AGG for sound? Is that just analogy simple that we should be looking for kind of AGG library for sound? What does Carl mean by "I am more than happy to publish this info"? So, maybe we should look more closely into fmod.org finally (or some other library) :-)" As you thought Carl meant basically that someone has to find a sound eqivalent to AGG and (probably do the work Cyphre has done (my understanding)) it could be integrated into Rebol. | |
[unknown: 9]: 4-Oct-2005 | Graham, I never said I don't need sleep, I simply need 4 hours of sleep. Brett, no mention of Cell phone work, although we are working with Palm right now on making Qtask work with Palm as a Client. It will be written 100% in Rebol. Tom, Actually it was very serious. He is going in for neck surgery Thursday. They are talking to him about the fact that he could be a QP. He is the smartest person I know in the world, this is very hard him and myself. He is a world traveling (sold his company to Adobe years ago and is/was working on his own very important project). I'm forcing him to stay with us, and I mean that in many ways. Pekr, Safeworlds will make a formal announcement. We are still working on stuff. Altissimo is AltME 2.0, and we are working more closely with Rebol. Things are looking good. VID, someone else will need to answer, I think I missed the clear answer also. AGG sound, yes, I Carl was expressing that it needs to be a standard. As for all the new questions, I suggest using either the Checklist here in AltME and create a single question per line item, or Qtask. This way we can confirm the important questions get answered. Michael, I agree, many concrete things were stated. Rebol has been hiring people. It is using contractors as well. Several big projects will be completed by the middle of November, more are coming, etc. | |
Group: Tech News ... Interesting technology [web-public] | ||
Pekr: 7-Jul-2009 | FOG - new gfx library based upon AGG ... from the author of ASMJit/BlitJIT - http://twopixels.blogspot.com/2009/06/fog-graphics-library.html | |
Pekr: 10-Jul-2009 | I think that we have some tests to try with AGG, once we get back to GUI :-) | |
Maxim: 10-Jul-2009 | it seems a cousin to the glass project, of which glob is already very effective, and is a node-based lazy engine for rebol, using AGG exclusively. | |
Cyphre: 6-Jan-2011 | I should also note the basic/default gfx engine (agg) we use can run on any king of brick that support framebuffer so this part is the last to be worried about. And even if anyone can switch to other gfx engine this is already possible at the hostkit level. I must say that the current hostkit gfx abstraction layer is not 100% polished yet (but this will happen soon) in terms of 'programmers comfort' but it is pretty usable in the A110. | |
Group: !REBOL3-OLD1 ... [web-public] | ||
Dockimbel: 20-May-2007 | REBOL/Command for Linux includes AGG (without View/VID), so no dependencies on any X11 libs, can be a workaround while waiting for R3. | |
[unknown: 10]: 20-May-2007 | I realy thought AGG was already inside rebol/view for linux ? | |
Maxim: 24-May-2007 | so for elixir, I am thinking of building an OpenGL interface AND an AGG view based one using the same software. in fact, we could even have two simultaneous symmetric windows running and 0% code to add in the software :-) | |
Maxim: 24-May-2007 | (one in AGG and one in OpenGL, to compare them) | |
Maxim: 25-May-2007 | you know guys, in a sense I already have a 100% working dataflow view. and it took me 2 hours to build the whole gadget architecture on it and about 30 minutes to write my first integer field... and its all AGG. and its 100% bug free. | |
Maxim: 25-May-2007 | I'm using it in elixir, but AGG is a limiting factor right now... once it gets to pretty it starts slowing down. | |
Gabriele: 29-May-2007 | you mean not recompute the AGG shapes at every show? i think Cyphre did it this way. | |
ICarii: 30-May-2007 | altho i do have another inhouse editor ive made with agg/draw | |
ICarii: 1-Jun-2007 | one thing that I would love for R3 is the ability to directly access the image byte data of a rendered window - a read only ability would be fine - or even editing with a lock/unlock mechanism. The main reason for this is the allow direct pixel analysis for non-standard interfaces - eg AGG/Draw based interfaces where colour can be used to determine function of an irregular shaped button. The basic premis is that you draw your UI composite then rather than having to do cumbersome bounds checking you can simply test the pixel colour under the mouse and call an activation function based on that colour - eg 0.0.254 = a save function. | |
Gabriele: 2-Jun-2007 | they can already take AGG and link to it. | |
Pekr: 2-Jun-2007 | Gabriele - they linked already to it! They have bounties for projects and they don't hesitate to call it Rebol/View clone! It took 3rd place. Then I saw, how author was disappointed, linking to AGG, how slow it was :-) | |
Gabriele: 2-Jun-2007 | well... view is mainly compositor built on AGG. i don't think it's interesting for those guys. | |
Gabriele: 2-Jun-2007 | currently we have rebhost.exe (which contains agg compositor) linking to rebol.dll | |
Pekr: 8-Jun-2007 | there was some simple script measuring FPS (refresh rate), it would be curious to see how AGG compositing helped us. | |
Cyphre: 31-Jul-2007 | AFAIK GLUT is simple wrapper which has been used mainly just to show some basic OpenGL demos. I'm not sure if this is a good for usage in some 'real' crossplatform apps. Regarding the OpenGL version of Rebol: this version is not yet worked on but I plan to work on it once the AGG based version is complete (as it this will give us much better big picture where the OpenGL advantages could be really useful in the visual system). | |
Cyphre: 31-Jul-2007 | AFAIK the plug-in interface is not yet finalized so it is too early to discuss ho this will be exactly exposed. But there are more things to consider than the blitting. If you do SW redered graphics you need to render into the backbuffer in the main memory then you transfer block(s) sing a blit to the gfx card. If you do HW accelerated graphics you need to transfer all bitmaps into the gfx card memory first..also you are limited by the OpenGL 2D functionality (which is not so flexible and pixel perfect as for example AGG implemntation). Also setting pixels directly in gfx card memory is possible but this is surprisingly the slowest way to dorendering! Why? Because fur current PC HW bus architecture is such transfer very expensive operation comparing to moving one big block of data. So as you can see all this (and lot of other issues) needs to be considered not to mention that the solution should be as much as compatible on most of platforms. Once the beta is released it will give us good picture how to make the gfx system even more optimized and extensible. | |
Pekr: 12-Aug-2007 | hmm, but that is something different, no? It is not subpixel accuracy AGG allows? | |
Pekr: 15-Aug-2007 | Imagine - if Cyphre worked on View kernel alone, he imo concentrated upon rich-text, proper AGG integration, etc. |
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