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
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