Graphics Library for D

Adam Wilson flyboynw at gmail.com
Mon Jan 6 21:37:25 PST 2014


On Mon, 06 Jan 2014 07:41:54 -0800, Dmitry Olshansky  
<dmitry.olsh at gmail.com> wrote:

> 06-Jan-2014 19:16, H. S. Teoh пишет:
>> On Sun, Jan 05, 2014 at 11:16:03PM -0800, Adam Wilson wrote:
>>> On Sun, 05 Jan 2014 21:32:54 -0800, Mike <none at none.com> wrote:
>> [...]
>>>>> The logical phases as I can see them are as follows, but please
>>>>> suggest changes:
>>>>
>>>> Start with the most primitive and move up from there (If loosely
>>>> coupled, the could be developed in parallel)
>>>> 1. Geometric primitives
>>>> 2. Vector graphics
>>>> 3. Fonts (just a special case of vector graphics)
>>>> 4. Rasterization
>>>> 5. Backend (Direct2D/3D, OpenGL, OpenVG, whatever)
>>>>
>>>
>>> The problem I can see here is that if you want to test the first
>>> four, number five has to be built out to some degree.
>> [...]
>>
>> For initial development, it could be as simple as rendering to a generic
>> framebuffer that then gets blitted to whatever OS primitives you have to
>> display it on the screen. That should be enough to get things going
>> while "real" backends get developed.
>
> It would be better not to or you risk introducing suboptimal software  
> rendering patterns that do not have even remote correspondence to the  
> hardware.
>

I share Dmitry's position.

-- 
Adam Wilson
IRC: LightBender
Aurora Project Coordinator


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