If you run into limitations with the Cairo binding you're using, I'd like to shamelessly plug the one I wrote, which covers much more of the Cairo API: https://godoc.org/github.com/martine/gocairo/cairo
Show HN: 3D Vector Graphics
21–30 of 60 posts
Re: Show HN: 3D Vector Graphics
#22Re: Show HN: 3D Vector Graphics
#23Thank you, @fogleman! We really love you work - including other projects!
Re: Show HN: 3D Vector Graphics
#24Re: Show HN: 3D Vector Graphics
#25I thought I remembered seeing your graphics work before in go posted on HN. Yep: https://github.com/fogleman/pt Is this an evolution of that work, at least in terms of the learning process?
Re: Show HN: 3D Vector Graphics
#26[0] https://www.blender.org/manual/render/freestyle/export_svg.h...
Re: Show HN: 3D Vector Graphics
#27This looks pretty great, I'll play with it. Can you explain this from the Readme? Unfortunately, it's difficult to compute the joint formed at the boundaries of these combined shapes, so sufficient texturing is needed on the original solids for a decent result. What is hard about computing the joint? Why does texturing help? My question is from a perspective of curious ignorance, not arrogance (i.e. me saying "don't…
unless you're dealing with sufficiently large integers computing the intersect between a line and a plane with any robustness is impossible on modern computers with float or double. sometimes when you intersect meshes that have nearly coplanar faces, the intersection might shoot vertices near some infinity because of division inaccuracy.
Re: Show HN: 3D Vector Graphics
#28This looks pretty great, I'll play with it. Can you explain this from the Readme? Unfortunately, it's difficult to compute the joint formed at the boundaries of these combined shapes, so sufficient texturing is needed on the original solids for a decent result. What is hard about computing the joint? Why does texturing help? My question is from a perspective of curious ignorance, not arrogance (i.e. me saying "don't…
The texturing just helps your eye "fill in the gaps." As far as difficulty, I just don't know of a general way to do it. The only thing that comes to mind is some sort of iterative approximation or something.
[1] https://www.google.com/search?tbm=isch&q=site:http:%2F%2Fper...
[2] https://help.sketchup.com/en/article/3000100 (last figure and text in the section "Subtracting one solid from another")
Re: Show HN: 3D Vector Graphics
#29Re: Show HN: 3D Vector Graphics
#30Question: at the bottom of https://github.com/fogleman/ln/blob/master/ln/matrix.go Did you type that in manually? I wonder if there's a way to do that in Go that doesn't have as much duplication, but has the same performance?
Probably found the algorithm somewhere and used multiple selection in Sublime Text to quickly reformat it.