[fpc-pascal] First Version Vector Toolkit in OpenGL

Benjamin Rosseaux benjamin at rosseaux.com
Fri Nov 5 16:41:39 CET 2021


I'm curious to see how it compares with my vector-based UI framework stuff
at PasVulkan ( https://youtu.be/YR0KruyQbx4 ), where the GPU itself renders
everything by shader, where nothing is bitmap-based, if one ignores the 2D
vector signed distance field textures for fonts and so on. The CPU pushes
just roughly basic draw information to the GPU, where the fragment
übershader itself applies the corresponding design look with help of 2D SDF
math in an always antialiased way then.

On Wed, Nov 3, 2021 at 11:45 AM Anthony Walter via fpc-pascal <
fpc-pascal at lists.freepascal.org> wrote:

> @code
>
> It's a bit weasely to claim immediate or retain based on how the
> underlying implementation works. The UI toolkit is drawn using a vector
> based OpenGL library. The library uses hardware vertex buffers, render
> buffers, and a hardware stencil buffer (for anti-aliasing) to draw lines
> and shapes. With regards to what people familiar with OpenGL would
> consider, this is the opposite of immediate mode.
>
> However, these vertex buffers are repopulated every frame and where the
> entire scene is redrawn. This makes it seem to fall under the auspice of
> immediate mode.
>
> BUT
>
> If you read up a few messages back, I described how you can enable render
> buffers to save your work, and it's quite possible and even I'd say easy to
> do with my framework. But it's an opt-in step.
>
> HOWEVER
>
> This UI toolkit is only an incidental part of the library I am writing.
> The actual purpose of the library is to provide users with a very fast 2D
> graphics system with a hardware accelerated backend to render vector
> graphics. Further work will also include a Pascal object oriented interface
> to the fairly robust, fast, and powerful Chipmunk2D physics engine. My
> creating of this UI toolkit is only meant to give people writing physics
> simulations, games, or graphical demos a means to select, input, or change
> options for their physics simulation, game, or graphical demo. It is not
> meant to be used as a general purpose UI toolkit.
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