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Group: View ... discuss view related issues [web-public] | ||
Maxim: 31-Jan-2011 | yes, its a BUG in AGG, using more than 2 values in line pattern will cause the crash. its the oldest AGG bug I know of. spoke with cyphre, its possible that this will be fixed in next release of R2, which shoudn't take more than a few weeks IMHO. | |
Group: !RebGUI ... A lightweight alternative to VID [web-public] | ||
Graham: 28-Feb-2007 | Ashley has some code that draws the buttons done in AGG. | |
Graham: 28-Feb-2007 | are those AGG buttons?? | |
Graham: 28-Feb-2007 | He moved from bitmap buttons to AGG to try and save some ram. | |
Ashley: 22-May-2007 | when it comes to eye-candy, View, and all of it's GUI libs come in third at best ... I'd exclude View from that statement. With AGG support built-in it enables you to be as creative as you want; the fact that no-one has built a nice Konfabulator-like dialect that uses View to its full potential is another issue. | |
Maxim: 23-May-2007 | the fact that Konfabulator-like dialect that uses View to its full potential is another issue. did you look at (short on time, cause everyone else was late ;-) elixir devcon session ? that just what it is... 100% AGG gui engine... with full AGG element based interaction and per stroke feel. | |
Mario: 24-May-2007 | AGG + Autofocus = Extra aliasing | |
Terry: 25-May-2007 | AGG without a dialect? Might as well code in assembly, or openGL | |
DanielP: 3-Mar-2008 | HI, I'm new to Rebgui. Is it possible to use Draw or AGG in Rebgui personnal widgets ? | |
Ashley: 16-Sep-2010 | And my answer is it's not a RebGUI problem. Try the following code on 2.7.7.3.1 (Windows): view center-face make face [effect: [draw [text "xxx"]]] You should see 3 black x's in the top left corner of a new window. Now try this on 2.7.7.2.5 (Mac) ... a blank window appears. I suspect the same thing happens on Linux. This is not a dialect problem (VID or RebGUI) but an issue with REBOL/View AGG font support on non-windows platforms. Also note that while the following works on Windows: view center-face make face compose/deep [effect: [draw [font (make face/font [name: "Verdana" size: 18]) text "xxx"]]] path-qualifying the font name on Mac (and I suspect Linux) still does not work: view center-face make face compose/deep [effect: [draw [font (make face/font [name: "/Library/Fonts/Verdana" size: 18]) text "xxx"]]] | |
Graham: 16-Sep-2010 | MaxV, does this work for you ? http://www.compkarori.com/vanilla/display/AGG | |
Group: SVG Renderer ... SVG rendering in Draw AGG [web-public] | ||
Maxim: 12-Oct-2009 | the difference in your render and SVG render is mainly the anti-aliasing, which is crisper in the svg renderer.... probably has a better algorythm setup than the one use by R3... this is probably manageable within AGG, but AFAIK there is no control for it within R3. | |
shadwolf: 12-Oct-2009 | wahoo ... lot to read .. T___T basically there is in Draw/AGG some limitations due to gradient system and matrix translation bugs i don't know if they have been solved since i pointed a them ... | |
Steeve: 13-Oct-2009 | My, my, my... I think some features in SVG, are too much work to implement with Rebol. 1/ The "objectBoundingBox" units. Which means, coordinates and lengths are ratio or percentages. And they are converted to real units depending of the bounding box of the shape on which they apply. It's easy to calculate when the shapes are boxes or vectors. But when it comes with arcs or curves, it becomes a pain in the ass. It's not a real problem because Inkscape for example has an option (simplify shapes) to convert all the ratio units in real units (ie. pixel units). So, I don't see the interest to rewrite DRAW from scratch with Rebol. (because it's what it means, to be able to calculate all the bounding box) 2/ Outlines with gradients Those fullishs can specify a gradient for the pen attribute (which draw the outlines). Rebol can only have a gradient to fill a shape. It can be simulated by drawing the related shape 2 times. 1 time with the pen gradient. A second time with the fill-pen attribute (which can be a gradient too). But the second time the shape must be, at first, downsized of the line width. To do so, it means that we need to know the center of the Bounding box of the shape. So, same problem than 1/ 3/ The fill-pen attribute (gradient or color) never apply on the outline of the shape, event if the outline has no color but actually has a width. It allows SVG for example, to have transparent outlines. We can't do that with Rebol. Because the fill-pen attributes (or the gradient) fills all the shape at first. And then the outline is drawed over. If we don't provide a pen color, or we provide a transparent color, we see the fill-pen content instead, at the place of the outline. Perhaps, that can be modified in Draw. A nice request but not a so considerable feature to my mind. (And it can be impossible to implement this in Draw, if AGG doesn't support it at first). | |
Cyphre: 13-Oct-2009 | re 1/ yes, I don't think this is a problem of DRAW but more problem of unit conversion. DRAW works with pixels as it it low level dialect (not only for rendering SVG format). So the higher level code(SVG parser) should be responsible for this until I am missing something. re 2/ gradients for outlines were planned for addition so I hope this will be in the R3 final release ;-) re 3/ transparent outlines are known problem. (BTW is this working properly in other SVG renderers? I'd like to see the results) This is because we are using rasterizer which is drawing one shape over another. IMO solution could be to replace the rasterizer with different one (for example like Flash) which is simulating 'Constructive Solid Geometry'. But this would need major changes in the current internal implementation (and in fact also switch to higher version of AGG). My guess is it could also speed-up the rendering in some cases...I started to investigate this area but it needs more time which I currently don't have :-/ | |
Steeve: 13-Oct-2009 | re 1/ Well you're right, it's the responsability of the client (parser) to do unit conversions. But to do so, we need to know where the renderer draw each pixel (i mean the real coordinates) of a given shape, to calculate the bounding box. Take an arc for example, it's impossible to calculate where the pixels of the arcs are drawn without simulating the complete AGG engine. There may be various transformations to apply on that calculation (matrix, translation, scaling, rotation, skewing). To calculate that, we have to simulate exactly what AGG is doing. Mission impossible | |
Maxim: 13-Oct-2009 | my idea for draw elements was to allow set words in the draw dialect, and then be able to interact with the strokes rather than the whole block... since the conversion to/from AGG-REBOL doesn't need to be done all the time, some time is spared. most of the time, we only need the dialect to create stuff... then, we can just manipulate it. also it would allow us to get information about the strokes ex: [s: spline 50x50 100x100 30x4] print s/length? ; get spline length, in pixels print s/coord-at-length 45 ; get coordinate at 45 pixels down the spline. | |
Cyphre: 14-Oct-2009 | Maxim, yes, I think this is one fo the ideas we discussed at DevCon in Paris. If we add the DRAW shape->coordinates interface this will be yet another usage of it. The current internal architecture already counts with sort of persistency. Currently we are just discarding all the internal shape paths on every redraw. I fear the main problem is how to handle this efficiently at the REBOL layer, especially GC handling...it can lead to big memory consumption in case programmer won't free all references to the DRAW elements etc. Or maybe a command for manually edstroying the 'DRAW internal context' would be the best solution... Another question is, even if we solve the REBOL high-level access interface to it, how much would direct DRAW element modification at such internal level affect the performance, is it really worth doing that(ie make things more complex)? Because in that case we will be only 'bypassing' the DELECT parser and AGG's internal Coordinate conversion pieline(s)...the rasterizing/rendering pahse needs to be always redone(but we could try to play with some clipping tricks here too). Both parts are already very fast but I agree there can be gain in some large data cases. This needs to be investigated before we decide to add such feature. | |
Maxim: 14-Oct-2009 | with two splines and enough information gathering, we can easily render bending geometry and stuff like that... right now... its highly complex, and we can use the internal AGG binary math to calculate all the coordinates to stuff for us... based on the current transforms, and stuff. | |
Pekr: 14-Oct-2009 | Dunno - there can be many various requests, but basically it would be correct, although we do have Effect pipeline too, but I don't know, if it is AGG based, or not .... | |
Pekr: 14-Oct-2009 | AGG is not only about draw - it is our rendering engine too ... | |
Group: !REBOL3-OLD1 ... [web-public] | ||
Graham: 28-Mar-2008 | Not necessarily. If using AGG fonts, I want to know where I am so I can calculate how much space I have left on a line. | |
shadwolf: 15-Jul-2008 | there is 2 ways to see a window and it's content the first 1 is the all made container the window is a set of default widget a tittle a status bar etc.... or you see it as a transparent rectangular area where you put other common widget . Maybe the true power of VID2 and by extention the true power of the rebol dialecting would be to think the window as a transparent rectangular area and then have 2 kind of super widget able to get user input and deal with event able to render draw AGG instruction and this widget will be the base for a design of all the widget | |
shadwolf: 15-Jul-2008 | ICarii yes but that always been the case hihihihihi .... I remember rebo 1.3 .... Mwuhahahaha full amator dev .... oups sorry. So it first start as 1.3 is only solving the loooooooooooooot of bugs posted on rambo by the community then it turns to Ho and how about adding AGG to ViD ? and then it was Hey I have a big new thing REbSERVICE !!!! and ASync .... Bhuuuuuuuuuuuuuuuuu | |
shadwolf: 15-Jul-2008 | but who can deny that AGG or async or rebservice are cool stuffs | |
ICarii: 15-Jul-2008 | Things i would like to see completed in R3: 1. AGG/Draw and richtext fixed. 2. Ports/async working 100% reliably. 3. Object system global/local completed. unfortunately all these areas are currently a black box scenario. | |
[unknown: 5]: 15-Jul-2008 | I love AGG. but seems we don't do enough. Like why not REBCODE integrated with the latest release? | |
ICarii: 15-Jul-2008 | AGG/Draw in R3 is very powerful - but view limitations (transparent surfaces etc) seem to hold it back. Again - rendering to an OpenGL surface might solve some of these issues? | |
shadwolf: 22-Jul-2008 | you could do transparent buttons (hum that's partly false you can do that if you draw your button using AGG then you use mouse position when left clic is done to simulate the reaction of your button) or windows | |
Pekr: 28-Oct-2008 | http://www.rebol.net/wiki/GUI_Note_-_Shapes_in_DRAW_Blocks- I think that we should be aiming at graph based low level AGG based design, with the ability to cache various nodes. IIRC Cyphre was talking about something like that, but not sure it is implemented ... good that such low level things are explained though ... | |
Henrik: 3-Nov-2008 | A bit of status: - Carl ran into a bug in the AGG C++ code: "draw 10x10 []" in the console will crash R3 and it's a tough one, as it might be compiler related. Not fixed yet. - Some of the stuff that BrianH has talked about above is now implemented in a new build of R3 as well as some additions to MAP!. - My ramblings on DRAW has caused me to pause on skinning until I can get a clear picture of whether the problems will be fixed. Otherwise I'll have to redo a lot of work later on. I experiment with compound styles instead as well as some simple color palette tools. - It was decided that popup graphic elements are to be done in separate windows for greatest flexibility. No code done yet though. - No talk about overlays or drag'n'drop yet. | |
Henrik: 12-Nov-2008 | I hope we can improve the font antialiasing. I know AGG allows many more tricks with fonts than we can see. | |
Pekr: 13-Nov-2008 | Paul - there is more to the View engine. It is sometimes reported being 10 or more times being faster. Whole R2 View compositing engine was scrapped, and replaced by AGG one. AGG is our main engine now ... | |
Henrik: 13-Nov-2008 | I really hope so. I believe AGG offers a lot of font hinting options that we are not using at all. | |
Pekr: 13-Nov-2008 | oh, seems like AGG is really a cool engine. So we are not utilising it full-force, right? | |
Kaj: 13-Nov-2008 | The above font rendering article is great work, but unfinished. It requires further work on both AGG and FreeType | |
Henrik: 13-Nov-2008 | (The AGG site, that is) | |
Pekr: 13-Nov-2008 | Status of AGG is not good for us. First, - we are using AGG 2.4, which was really free. From AGG 2.5, it changed to GPL, and as we know, GPL sux :-) | |
Pekr: 13-Nov-2008 | Currently AGG is at version 2.6 IIRC. It is not much developed, as Maxim Shemanarev (author) took some job oportunity. | |
BrianH: 13-Nov-2008 | AGG is still at 2.5, a bugfix release. He never got as far as 2.6 and hasn't updated in 2+ years. | |
Pekr: 13-Nov-2008 | pity AGG is no more developed. There is no other option currently. Everybody else uses Cairo, but this is crap with more than 1MB size. Amanith seems interesting too, but commercial. Hopefully Maxim updates AGG at least to keep the trends. But so far - AGG is very high quality, so nothing to worry about for quite some time.... | |
Pekr: 13-Nov-2008 | The reason why he is not much active in AGG land is, that he already took some job. | |
PeterWood: 14-Nov-2008 | I suspect the answer to whether hardware acceleration will be provided will depend on whether AGG supports it. (I think not). | |
Pekr: 14-Nov-2008 | AdrianS: talked with Cyphre xy times. AGG does not support HW acceleration out of the box. But Cyphre plans to add it. Either as regular release, or as his own commercial project. Remember - whole View is going to be open-sourced. After all - it is mainly an AGG code plus events. There is a little bit problem with HW acceleration though - that stuff is not 100% compatible amongst the platforms - you might not get 100% pixel precise rendering ... | |
BrianH: 14-Nov-2008 | It's funny that Maxim changed AGG to GPL for new development, then didn't do any. | |
Robert: 14-Nov-2008 | AGG Versions: I really don't understand why Carl is not asking for a Rebol license? I'm doing this quite often for GPLed stuff and it's not big deal. Most authors are proud if what they have done and just want to avoid that the dark side is using their code. | |
BrianH: 14-Nov-2008 | Robert, I think that a good reason why Carl hasn't asked for a REBOL license for the AGG 2.5 is that the license is the only difference between it and 2.4 so far, and further development of the GPL'ed version seems to have stopped there. :( | |
BrianH: 14-Nov-2008 | Actually, we may be wrong in one of our assumptions: REBOL may *already* have a commercial license for AGG. Carl hasn't said anything to the contrary, just that it was "no problem" when the subject was brought up years ago. | |
ICarii: 30-Nov-2008 | should be simple enough - there are only a few text changes in R3 Draw/AGG | |
Pekr: 6-Dec-2008 | Just two questions - 1) what it the space at the bottom grid? A layout bug? Or just wrongly set container size? 2) Will there be anything done to font rendering? Some letters look rather blurry. Is it a bug, or just we are not still using more advanced font rendering techniques? I thought that moving to AGG will solve it for us ... | |
Oldes: 6-Dec-2008 | I guess that in AGG you just must call unicode functions of the api. But I really don't know details. But the unicode in gui must be, else the changes in core were useles. | |
Maxim: 5-Jan-2009 | yess I did, but in this case, the goal is to do interactive AGG manipulation of one image at a time and stamp it on a layered composition. by the time I load the third image (from a digital camera at 7.1 MPixel), rebol crashes :-( | |
Maxim: 5-Jan-2009 | it was probably related to using the image in view or AGG specifically, or maybe specifically to using a png format image. | |
Pekr: 5-Jan-2009 | Maxim - try asking Cyphre - he is now our low level gfx guru. He might know, how it is implemented. Also - with R3, entire compositing engine is replaced by AGG one. | |
BrianH: 21-Jan-2009 | C and REBOL, with some C++ in linked libraries (AGG). | |
Pekr: 10-Mar-2009 | I just visited AGG newsgroup after one year, and some interesting projects do emerge. Community agreed that any open work will be done to BSD version (2.4), which is a good sign (although RT has probably no problem obtaining special license). Dunno why, but there are (apart from Cyphre) another few Czecho-Slovak guys, and one of them is doing rather interesting project. AsmJIT and BlitJIT libraries, with MIT licence. Author says about it: Antigrain is great piece of software with great licence, but without better acceleration it's quite slow. So blitjit can increase speed of your applications in way you can't imagine. For example is there complete MMX/SSE2 extension for antigrain ? No, but don't panic, other libraries also have problems with cpu specific features. The reason why it might be interesting is, that generally there is no good 2D HW acceleration out there, and here is what author of LibNUI answered to Cyphre: I'm the author or nui (http://libnui.net) which is a GUI toolkit based on OpenGL (and now OpenGL ES / Direct3D). This project was started some 8 or 9 years ago and I've been working on it and with it amlist daily for that time. My experience is that it's some orders of magnitude harder to have HW support for those features that to add a JIT to your engine in order to optimize your bottlenecks (I've done some of that for pro audio dsp code). The reason is that no two chips work exactly the same and behaviour even tend to change over driver releases. To diferent cards, even sometimes from diferent vendors, will not give you the exact same scan convertion or rasterizing, and I'm not even touching shaders diferences... It seems to be x86 only so far, but maybe guys like Cyphre or BrianH or Anton or anyone skilled in those areas should keep an eye on those guys :-) Here's a link: http://code.google.com/p/blitjit/ ... as for those another AGG based Czech and Slovak projects: http://www.rw-designer.com/ http://www.crossgl.com/ Shouldn't we get those guys hooked to REBOL? :-) | |
ICarii: 27-Mar-2009 | its 2003 - back before the text in agg changed | |
shadwolf: 27-Mar-2009 | Do we have a deeper text compositing support in AGG ? (woops...) | |
ICarii: 28-Mar-2009 | Steeve - just a simple way to get font-metrics for layout planning where you cannot rely on richtext in AGG working (eg it doesnt wrap, doesnt do bounds in Draw mode) | |
ICarii: 28-Mar-2009 | Another reason im interested in AGG richtext (as opposed to text gobs) is that i'm intending to use OpenGL rather than rebol rendering once the plugin architecture is finalised. | |
Pekr: 9-Apr-2009 | Shadwolf - I am not blaming anyone. Font ugliness has something in common with font hinting. Cyphre told me, that such code in AGG is licensed (or patented?), and that we will have to find some other way around. But you would have to ask Cyphre, I don't remember exactly what was the reason ... | |
shadwolf: 9-Apr-2009 | Pekr > you said we need to find a better way to handle fonts in AGG cause part of it was pattented (or OSE related) and i sugested GTK+ with is os independent and GPL 2.0 (pango is a heavy but really complete way to handly richt text rendering ) | |
shadwolf: 9-Apr-2009 | well i imagine that since the TDM (Text Dialect Markup ) exists than AGG will follow and offer brand new things to handle conveniently the texte (and please please forget once for all about teh caret system please i beg you T___T) | |
BrianH: 14-May-2009 | Mostly C, though AGG is written in C++. | |
Pekr: 14-May-2009 | Max - I think it is C, although AGG is C++ | |
Maxim: 28-May-2009 | although liquid-paint is already much faster than AGG and lazy so the gains might not be as noticeable, but still I can't wait to have time to try and port my stuff to R3, it does seem to be much more series stable, by all accounts. | |
Pekr: 24-Aug-2009 | Henrik - a bit OT here, but maybe not. Have you looked into UIs of iPhone, HTC Sense (TouchFlo 3D)? I wonder if those glossy nice icons and other UI elements can be done using AGG and gradients, or are those things precisely rendered using 3D tools? Or are they just non-scallable bitmaps? | |
Maxim: 24-Aug-2009 | with extensions all of the View internals can be outside... its basically AGG with a set of predefined hooks. The only detail would be custom datatype... which should eventually reach extensions... maybe Carl could just build a special (undocumented) extension hook so that cyphre has access to more stuff, without the hassle of supporting it as a feature for the public. | |
Maxim: 10-Sep-2009 | 3D allows us to use sub-pixel rendering which is actually more precise than AGG. and if you don't use fancy shaders and effects, the rendering will be sooo similar as to not even be measurably different. | |
Maxim: 10-Sep-2009 | I will correct my previous statement... AGG can do sub-pixel stuff too... but our use of integer pair! datatypes limit us to pixel coordinates within view. | |
Maxim: 23-Sep-2009 | as brianH noted yesterday using freetype has some licensing issues which might not provide the best looking fonts when compared to OS rendered fonts. but maybe AGG could render the fonts with coordinates given by freetype. | |
Henrik: 23-Sep-2009 | Indeed VID3.4 is far from done. You can probably use it for a few things, like getting a name from a user in a text field or submit a very simple form, but not much more than that. To reiterate the state of the UI: - No unicode yet in graphics (when Cyphre gets around to it). - Resizing acts like a drunken sailor. (Carl) - Skin is not published. (Me) - Style tagging is not implemented. (Carl) - Reasonable requesters are not yet implemented. (Carl or me) - Layers are not yet implemented. (Carl) - Guides are not yet implemented. (Carl) - Better font rendering. We are not taking advantage of what AGG can do. (Cyphre again) - Event system is from Gabriele's VID3. (Carl) - Many features are untested, like drag&drop. (Me, I guess) - Proper material management for skin. (Me). - Many styles are not implemented, especially lists (Me). - More elaborate animation engine (Carl or Me). - Form dialect (Carl talked about this). - More/better icon artwork (Me). Plus, Maxim has some ideas for DRAW, to greatly speed up rendering, but I don't know if they can be implemented. The overall design of the GUI engine is very good. Whenever a change or addition is made, you alter 3-5 lines of code in one place, and it works. I doubt the entire engine will be rewritten. You won't see GUI bug reports in Curecode for a while. There could easily be 2-300 reports, once we get to that point. My work regarding skins is rather big: I need to work out the basic styles first, so we have a reasonable way to build compound styles. These are being done using a very simple, but pixel accurate GUI using plain colored surfaces. This is easier for testing out, as draw blocks are small, but as Pekr likes to complain: They are not pretty to look at. Once the real skin goes into place, the draw blocks will grow a lot. I would love to see a low-level GOB management dialect, like Gabriele's MakeGOB. | |
Pekr: 23-Sep-2009 | I would like Cyphre to devote 5-10 days to core engine. E.g. transparent windows (not absolutly necessary for initial release, just an example) is just question of setting particular bit for API call, at least under Windows. I would like to see - Unicode, better fonts, cached gfx (we don't use bitmap caching yet), eventually switch to AGG compound rasterizer, some draw suggestions being implemented - so much for a low level ... | |
shadwolf: 23-Sep-2009 | font rendering not taking advantage of AGG i'm completly agree since anti aliased doesn't works properly but this should be the time on that particular area to see the font rendering area under a new line of real time text processing and their is alot of amazing things to be done . in the end my request is simple i want my users to choose their own font they like on any ot the main OS brands and get the same result everywhere (even on online editing for example imagine the rebol.org integrating viva-rebol thrue rebol3 webrowser plugin to allow the script sumiters and owner to share editing of a script with bunch of select people. That's the qualité we should aim for.) | |
shadwolf: 5-Oct-2009 | but yes I would say R2 lasted too long ... carl was glued in endlessly bug correction and few where the real improvements... the major addition in R2 was the AGG/draw dialect which since then have not evolved a bit... look at the number of tickets in old rambo. So yes starting with a ew base and bring alot of enhancement was a certain thing the problem is along the process we lost alot of people mainly interrested in rebol but not seeing it evolving fast anough and that how do you solve it ? | |
Group: !Cheyenne ... Discussions about the Cheyenne Web Server [web-public] | ||
Maxim: 9-Jul-2010 | actually, REBOL is fast enough... its the R2 integration to AGG is which is quite poor. | |
Group: gfx math ... Graphics or geometry related math discussion [web-public] | ||
Maxim: 25-Feb-2010 | cyphre... use this as a basis: view layout [box 200x200 effect [ draw [ push [ translate 119x119 pen none fill-pen black box -50x-30 50x50 fill-pen blue pen red line-width 3 circle 50x50 25 fill-pen red pen blue circle -50x50 25 fill-pen blue pen red circle -50x-30 25 fill-pen red pen blue circle 50x-30 25 ] ] ]] adding new black, red, blue, black, circles in betwen colors may give very poor results. sometimes 1 pixel width lines practically disapear horizontally! playing around with the line width will also have a different visual impact, since the aliasing will spread the error more or less. as I said, i know part of the issue is related to the screen's rgb sub-pixel channel components but I remember trying some of this in other softwares and the effects weren't as image degrading. to me the main defect is that you will notice a WHITE ringing effect between the red and blue on one side and a black ring on the other. I can understand the black ring, but can't explain the white one, which is why I think it coule be related to gamma issues. also, the black ring seems to be wider than it should & the effect seems the most apparent at ODD line widths, which is a bit strange too... I'm wondering if AGG has an algorithm which is trying to compensate for pixel to pixel color defects and gets it wrong. maybe it could be enhanced to support subpixel aliasing (or gets it wrong if it already does so). | |
Cyphre: 28-Feb-2010 | Max, I'm sorry I don't see any degrading 'ringing effect' when looking at your example. Even while looking at scaled screenshot the AA of the edges of circles looks perfectly symetric to me(did horizontal flip comparisons). I'm using average LCD display and also my eyes are getting older every day so I still might missing something. AFAIK AGG is not using any 'compensation' code. It simply computes the covers of every pixel cell using 256 levels and ofcourse uses subpixel AA(try to translate by fractions of pixel..). So the AA result is still very high-quality(though there are very few special cases limitations of the used alogrithm). If you compare it to current FSAA abilities of gfx cards 256 levels is still way more than what the current super/multisampling offers. | |
Group: Profiling ... Rebol code optimisation and algorithm comparisons. [web-public] | ||
Maxim: 29-Oct-2009 | I'm working on isometric rendering of 3 polygonal gfx in AGG, so profiling is currently quite high on my list :-) | |
Steeve: 29-Oct-2009 | Do you use the skew command in draw ? or are you calculating the coordinates of your 3D objects for each layer. (I think SKEW allow to simulate isometric rendering in AGG, but it's just an assumption, i never tried it) | |
Group: !REBOL3 ... [web-public] | ||
Pekr: 13-May-2010 | View was not developed by Cyphre. Original View was developed in-house, by Jim Goodnow (Carl's friend from Amiga days (author of Aztek C, or something like that). What Cyphre did was adding AGG in there. Cyphre often tested AGG functionality in form of a DLL, externally then Carl patched it in into View IIRC. | |
Henrik: 24-May-2010 | fixing bugs and getting control over AGG. | |
Ladislav: 19-Jun-2010 | As it looks, due to the efficiency issues (speed), the implementation of REBOL pairs as pairs of floats looks to be the fastest (since AGG needs double values, and conversion from float to double is faster than conversion from integer subpixel count to double using a foating point division looks slow) | |
BrianH: 19-Jun-2010 | Ladislav, you need to put the AGG implementation considerations on that page. The page currently looks like you are advocating using 48bit integers, not floats. | |
BrianH: 20-Jun-2010 | Anton, there would be no memory savings by using 48x48 integers. The pair would still be in a value slot, and value slots are fixed size. And they would be slower to access because of alignment issues, plus the floating point multiply to convert them to the doubles used internally in AGG. "So it looks like 128bits are available." - only on 64bit builds of R3, not on the 32bit builds we have now. | |
BrianH: 21-Jun-2010 | We can upgrade to doubles in the future, in the 64bit builds - AGG uses them already. Though I don't know the effects that would have on rounding and such. | |
BrianH: 21-Jun-2010 | An extension like AGG, which also uses doubles. But we can't fit two doubles in a value slot on a 32bit build, sorry. | |
Robert: 29-Jun-2010 | There is a new command block evaluator that needs to be used a bit differently. Hence the DRAW dialect loop needs to be adjusted. As the AGG interface | |
Carl: 17-Jul-2010 | Update: The go.r test code is now running properly in A101 with the fully converted PAIR datatype and changes to the AGG API to accept both pairs and gobs using float values. It turns out that because AGG wants floats for most spatial values anyway, the PAIR change makes the code smaller and faster. Certainly more can be done to minimize the interface to AGG now (removing the double trampoline within the API) but that's a project for Cyphre when he returns from the islands ;) | |
Steeve: 17-Jul-2010 | Thanks Carl. Though for AGG, I don't expect a lot (in term of speed gain). IMHO, the main overhead comes from the involved arithmetic using floating point decimals. Matrix computations are costly with floating numbers. But The final rasterization uses fixed point decimals and floats could have been avoided, i guess. So maybe there is a major room improvement here. | |
shadwolf: 17-Jul-2010 | CARL ONE ASK CAN AGG BE MERGED WITH AMD/ATI OPEN CL Technology ? ( some thing like a background application that would detect what hardware you have and use multi hardware CPUs GPUs to run those expensive task. Once again what in rebol can be an very expensive task .... answer a state of art webbrowser rendering engine with flash silverlight support.... IF we can bring rebol to that state i think no one will look at it as a toy ... then the question is way doing a webbrowser in rebol ? REply is because i love rebol :). But on a ground level if you want to enter in competition with the other languages and prove the interrest of the rebol method then you have to be able to do what the others can do ) This open CL adition can too benefits non graphical applications i don't know how but why not saying look rbeol is not dead it's the futur and as the futur it provides the best way to use the futurs technology. And that's a field none of hte interpreted languages now in day have done ... | |
shadwolf: 17-Jul-2010 | since then a lot have been done altme could use a agg rendering method insteas of a VID face concatenation etc... | |
BrianH: 17-Jul-2010 | AGG is not the best place to put OpenCL support. OpenCL is not very useful for accelerating graphics, and that is what AGG would need. A standalone OpenCL dialect would be more useful. Graphics acceleration uses other APIs, like OpenGL or Direct2D. AGG isn't 3D, so using OpenGL or Direct3D would be equivalent to reimplementing Direct2D on platforms that don't support it. | |
shadwolf: 17-Jul-2010 | Brianh hum actually when i we display things using agg the cu is used only and if we want to do extensive computing visual effects like zoom spining things etc ... hten the cpu will be extensively used ... and since rebol doesn"t take advantage of multi CPU or CPU <- to ->GPU communication then the extensive computation loops are not enhanced. Problem is now in day NVIDIA is so expensiv no one buy it 10 ATi cards are sold for 1 nvidia card and in a very near future AMD CPU will be mixed with ATI GPU into a single chip (APU fusion). This is the tendency of the computing area so if you have to support 1 paralelle design i would go for the AMD /ATI couple instead of betting on a close to death horse... | |
BrianH: 17-Jul-2010 | As for seeing a partial pixel, the writer of AGG demonstrated (in an unrelated post) using anti-aliasing to do 1/256 horizontal pixel positioning. | |
BrianH: 17-Jul-2010 | Tools for graphics too, which others are actively working on now. And once AGG is reliably in the host then the whole (qualified portion of) the community can work on optimizing it. | |
shadwolf: 17-Jul-2010 | and redering a text only document is not the same as rendering a web page for example ... we are one step closer to that goal when i proposed a AGG only engine people told me it's impossible and steeve made that vision come true ... | |
shadwolf: 21-Jul-2010 | ok another question i know i'm a bother ... but if us tiny bunch of crazy fans we don't ask us silly asks we will never get steps further and get rebol writed in history. So the crazy is is why not doing rebol in java instead of C or C++ ? I mean now in days having rebol based on java what are the possible gains ? 1) Easier way to handle multiplateform 2) Big big java comunity and so getting strong specialised people to enhance rebol VM will be easier. 3) no need to adapt algorithms across plateform. 4) all the curent technologies are adapted to java. the bad points are: 1) jre weights alot and rebol being based on it will not be stand alone so it will need the jre to be installed to run 2) goodbye AGG 3) interfacing with java libraries can be problematic. I think the good points overcome the bad points. | |
BrianH: 22-Jul-2010 | Basing some REBOL-related tools on Silverlight and/or the DLR would be a plus. Keep in mind that we don't have to make the whole of REBOL run within the JVM or DLR - REBOL is great for making development tools, which can be used to generate Silverlight applications, just like they generate Flash applications. Or R3 could be used as a library by Java, or as a supplemental developemtn tool, or a code generator, whatever. Remember, most of REBOL is a set of awesome libraries and dialects. REBOL without most of DO or AGG is still useful. | |
shadwolf: 22-Jul-2010 | brianh right ... to the problem can rebol display formated dynamic text using Draw/agg dialect it only took me a steeve and 3 yeart to apport the solution ... and lot of discutions ... |
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