On 22 May 2010 18:58, Stéphane Ducasse <stephane.ducasse@inria.fr> wrote:
Err.. what you mean by pharo?
Well I was wondering if you were doing the same as juan.... Juan showed me better rendering written in SMalltalk code than calling openGL/cairo... for antialiasing so I'm eager to see morphic30
well, you can do sophisticated AA by implementing shader programs. It will run on GPU, means veeeery fast. And if you would ask me, what i prefer - quality or speed, i will definitely take speed. Because, when you need to render thousands of glyphs on a screen (which is a usual scenario for text-based editors/viewers), you have to sacrifice the quality anyways. Otherwise, wait for next 10 years till hardware will be able to render it withot crawling like a hog. Actually, i would like to cooperate with Juan about this. I think that AA techniques (as well as many others), could be moved to GPU, freeing CPU from this time consuming task.
I making a calls to OpenGL, using NativeBoost's OpenGL bindings. All stuff is coded in smalltalk, so sure thing its does things in pharo :)
On May 22, 2010, at 4:54 PM, Lukas Renggli wrote:
That looks cool. I am looking forward seeing that stuff in action :-)
Lukas
2010/5/22 Igor Stasenko <siguctua@gmail.com>:
Good.
I am now trying to implement a vector(truetype) font rendering.
Just finished a little GPU fragment shader snippet, which renders a quad bezier curve, with antialiasing included :)
You supplying 3 points, which defines a quadratic curve to GPU, and it does the rest.
This is a basis for smooth true-type font rendering, since it contains a contours consisting from line segments or quadratic bezier segments.
-- Best regards, Igor Stasenko AKA sig.
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