Graphics Library for D
Dmitry Olshansky
dmitry.olsh at gmail.com
Mon Jan 6 07:41:54 PST 2014
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.
--
Dmitry Olshansky
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