Graphics Library for D
Adam Wilson
flyboynw at gmail.com
Thu Jan 16 11:16:58 PST 2014
On Thu, 16 Jan 2014 07:51:26 -0800, Martin Nowak <code at dawg.eu> wrote:
> On 01/06/2014 01:52 PM, bearophile wrote:
>> Mike:
>>
>>> * Break the library into loosely coupled pieces that can be used
>>> individually or aggregated by other projects to build things that we
>>> haven't even thought of
>>> * Geometric primitives should be their own library/package
>>> * Vector graphics (paths, line caps, etc...) should be their own
>>> library/package
>>> * Raster graphics should be their own library/package
>>> * Window management should be its own library/package
>>> * Font's are just data. Don't couple them to the rendering
>>> engine. (e.g Convert them to a vector/raster representation and then
>>> let those libraries handle the rest.
>>> * The rendering engine should be its own library/package, that
>>> should be easily replaced with whatever is suitable for the given
>>> platform.
>>
>> An independent color system module could be useful, even in Phobos.
>>
>> Part of the Geometric primitives (2D/3D vectors, rotation matrices, the
>> most commonly useful geometry algorithms and formulas) could go in a
>> Phobos module. And the graphics library could import and use this
>> standard module.
>>
> I wrote a vector graphics library quite a while ago.
> https://github.com/MartinNowak/graphics
> It contains a lot of Path and Bezier curve algorithms and
> uses a novel rasterization technique
> http://josiahmanson.com/research/wavelet_rasterization/.
> It's a little outdated and probably won't compile any longer.
>
> It also depends on a small GUI primitives library which contains Color,
> Point, Size and Rect.
> https://github.com/MartinNowak/guip
>
This is awesome! What's the license on it and can we use it in Aurora?
--
Adam Wilson
IRC: LightBender
Aurora Project Coordinator
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