Graphics Library for D

bearophile bearophileHUGS at lycos.com
Mon Jan 6 04:52:01 PST 2014


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.

Something like the simpledisplay module (that the graphics 
library will not import) could be useful in Phobos:
https://github.com/adamdruppe/misc-stuff-including-D-programming-language-web-stuff

Bye,
bearophile


More information about the Digitalmars-d mailing list