Efficient WebGL stroking
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Efficient WebGL stroking
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Re: Efficient WebGL stroking
#2Curiously, the line drawing functions in Ejecta[1] (which reproduces the Canvas2D API) is one of the most complicated parts of the whole project and certainly has the ugliest code of it[2]. It's fast and works reliably, but maintaining it is a nightmare.
[1] http://impactjs.com/ejecta
[2] https://github.com/phoboslab/Ejecta/blob/master/Source/Eject...
Re: Efficient WebGL stroking
#3Re: Efficient WebGL stroking
#4Just for reference, "Drawing lines is hard" > http://mattdesl.svbtle.com/drawing-lines-is-hard > https://news.ycombinator.com/item?id=9179336
http://vimeopro.com/user20904333/nslondon/video/98274186
Nigel's written a GL based vector lib:
Re: Efficient WebGL stroking
#5Re: Efficient WebGL stroking
#6Re: Efficient WebGL stroking
#7Re: Efficient WebGL stroking
#8STROKE_LINE_WIDTH = 200 STROKE_CAP_STYLE = CAP_BUTT; STROKE_JOIN_STYLE = JOIN_ROUND;
float xy[8]; int j = 0;
for (int i = 0; i
Re: Efficient WebGL stroking
#9Please take this test ( this must be the result: http://www.amanithvg.com/screenshots/stroke_hot_case.png ) STROKE_LINE_WIDTH = 200 STROKE_CAP_STYLE = CAP_BUTT; STROKE_JOIN_STYLE = JOIN_ROUND; float xy[8]; int j = 0; for (int i = 0; i
Re: Efficient WebGL stroking
#10Any idea on the performance compared to HTML5 canvas? We've an application drawing about 10000 lines per frame for zooming / panning and depending on the device and browser is gets a little bit laggy.