Whats holding ~100% D GUI back?

Ola Fosheim Grøstad ola.fosheim.grostad at gmail.com
Sat Nov 30 11:13:42 UTC 2019

On Saturday, 30 November 2019 at 10:12:42 UTC, Ethan wrote:
> (Anyone actually reading: You'd use this methodology these days 
> to build a distance field atlas of glyphs that you'd use to 
> then render strings of text. Any game you see with fantastic 
> quality text these days uses this. Its applications in the 
> desktop space is that you don't necessarily need to re-render 
> your glyph atlas for zooming text or different font sizes.

Distance fields are ok for VR/AR applications, but not accurate 
enough and wastes way too much resources for a generic UI that 
covers all platforms and use-cases.

This is where the game-engine mindset goes wrong: A generic 
portable UI framework should leave as much resources as possible 
for the application (CPU/GPU/Memory/power). You don't need to do 
real time scaling at a high frame-rate in a generic UI.

So, even if you can get to a game-engine-like solution that only 
use 5% of the resources on a high end computer, that still 
translates to eating up 50% of the resources on the low-end. 
Which is unacceptable. A UI framework has to work equally well 
with devices that is nowhere near being able to run games...

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