Status of Rome?

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Status of Rome?

Igor Stasenko
Hello guys,

i seen there are some recent activity with Rome in Pharo,
but i found that things are now scattered over a different repositories,
and its hard to find out, what version is latest and which one i could use.

I found that the latest things is in a SqS/PharoTaskForces/Rome,
which is a merge of all Rome-XXX packages into a single one.
Is this most recent thing you are working on?

Actually, all i need is just a reference canvas,
but it would be cool if i could run some working code & examples. :)

--
Best regards,
Igor Stasenko AKA sig.

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Re: Status of Rome?

Stéphane Ducasse
in Athens in squeaksource.
We will flush all the other repositories and only keep this one.
We will put the old files probably there too.

Why that?
Because the code was full of half done class, broken methods....
Tweak copied and pasted code from Squeak

Stef

On May 22, 2010, at 7:29 AM, Igor Stasenko wrote:

> Hello guys,
>
> i seen there are some recent activity with Rome in Pharo,
> but i found that things are now scattered over a different repositories,
> and its hard to find out, what version is latest and which one i could use.
>
> I found that the latest things is in a SqS/PharoTaskForces/Rome,
> which is a merge of all Rome-XXX packages into a single one.
> Is this most recent thing you are working on?
>
> Actually, all i need is just a reference canvas,
> but it would be cool if i could run some working code & examples. :)
>
> --
> Best regards,
> Igor Stasenko AKA sig.
>
> _______________________________________________
> Pharo-project mailing list
> [hidden email]
> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project


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Re: Status of Rome?

Igor Stasenko
On 22 May 2010 11:05, Stéphane Ducasse <[hidden email]> wrote:
> in Athens in squeaksource.
> We will flush all the other repositories and only keep this one.
> We will put the old files probably there too.
>
> Why that?
> Because the code was full of half done class, broken methods....
> Tweak copied and pasted code from Squeak
>

Yes, it requires some cleanup/reorganization.
So, SqS/Athens is the latest & current state of art?

> Stef
>
> On May 22, 2010, at 7:29 AM, Igor Stasenko wrote:
>
>> Hello guys,
>>
>> i seen there are some recent activity with Rome in Pharo,
>> but i found that things are now scattered over a different repositories,
>> and its hard to find out, what version is latest and which one i could use.
>>
>> I found that the latest things is in a SqS/PharoTaskForces/Rome,
>> which is a merge of all Rome-XXX packages into a single one.
>> Is this most recent thing you are working on?
>>
>> Actually, all i need is just a reference canvas,
>> but it would be cool if i could run some working code & examples. :)
>>
>> --
>> Best regards,
>> Igor Stasenko AKA sig.
>>
>> _______________________________________________
>> Pharo-project mailing list
>> [hidden email]
>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>
>
> _______________________________________________
> Pharo-project mailing list
> [hidden email]
> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>



--
Best regards,
Igor Stasenko AKA sig.

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Re: Status of Rome?

Stéphane Ducasse
somehow yes.
Cyrille is working on it and he showed me some results using or not the rome pluging

On May 22, 2010, at 10:50 AM, Igor Stasenko wrote:

> On 22 May 2010 11:05, Stéphane Ducasse <[hidden email]> wrote:
>> in Athens in squeaksource.
>> We will flush all the other repositories and only keep this one.
>> We will put the old files probably there too.
>>
>> Why that?
>> Because the code was full of half done class, broken methods....
>> Tweak copied and pasted code from Squeak
>>
>
> Yes, it requires some cleanup/reorganization.
> So, SqS/Athens is the latest & current state of art?
>
>> Stef
>>
>> On May 22, 2010, at 7:29 AM, Igor Stasenko wrote:
>>
>>> Hello guys,
>>>
>>> i seen there are some recent activity with Rome in Pharo,
>>> but i found that things are now scattered over a different repositories,
>>> and its hard to find out, what version is latest and which one i could use.
>>>
>>> I found that the latest things is in a SqS/PharoTaskForces/Rome,
>>> which is a merge of all Rome-XXX packages into a single one.
>>> Is this most recent thing you are working on?
>>>
>>> Actually, all i need is just a reference canvas,
>>> but it would be cool if i could run some working code & examples. :)
>>>
>>> --
>>> Best regards,
>>> Igor Stasenko AKA sig.
>>>
>>> _______________________________________________
>>> Pharo-project mailing list
>>> [hidden email]
>>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>
>>
>> _______________________________________________
>> Pharo-project mailing list
>> [hidden email]
>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>
>
>
>
> --
> Best regards,
> Igor Stasenko AKA sig.
>
> _______________________________________________
> Pharo-project mailing list
> [hidden email]
> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project


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Re: Status of Rome?

Igor Stasenko
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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Re: Status of Rome?

Lukas Renggli
That looks cool. I am looking forward seeing that stuff in action :-)

Lukas

2010/5/22 Igor Stasenko <[hidden email]>:

> 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.
>
> _______________________________________________
> Pharo-project mailing list
> [hidden email]
> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>



--
Lukas Renggli
www.lukas-renggli.ch

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Re: Status of Rome?

Stéphane Ducasse
me too.
Now igor do you plan to do it in pharo or by calling opengl?


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 <[hidden email]>:
>> 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.
>>
>> _______________________________________________
>> Pharo-project mailing list
>> [hidden email]
>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>
>
>
>
> --
> Lukas Renggli
> www.lukas-renggli.ch
>
> _______________________________________________
> Pharo-project mailing list
> [hidden email]
> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project


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Re: Status of Rome?

Igor Stasenko
On 22 May 2010 18:34, Stéphane Ducasse <[hidden email]> wrote:
> me too.
> Now igor do you plan to do it in pharo or by calling opengl?
>

Err.. what you mean by pharo?
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 <[hidden email]>:
>>> 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.
>>>
>>> _______________________________________________
>>> Pharo-project mailing list
>>> [hidden email]
>>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>>
>>
>>
>>
>> --
>> Lukas Renggli
>> www.lukas-renggli.ch
>>
>> _______________________________________________
>> Pharo-project mailing list
>> [hidden email]
>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>
>
> _______________________________________________
> Pharo-project mailing list
> [hidden email]
> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>



--
Best regards,
Igor Stasenko AKA sig.

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Re: Status of Rome?

Stéphane Ducasse
>
> 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

> 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 <[hidden email]>:
>>>> 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.
>>>>
>>>> _______________________________________________
>>>> Pharo-project mailing list
>>>> [hidden email]
>>>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>>>
>>>
>>>
>>>
>>> --
>>> Lukas Renggli
>>> www.lukas-renggli.ch
>>>
>>> _______________________________________________
>>> Pharo-project mailing list
>>> [hidden email]
>>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>
>>
>> _______________________________________________
>> Pharo-project mailing list
>> [hidden email]
>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>
>
>
>
> --
> Best regards,
> Igor Stasenko AKA sig.
>
> _______________________________________________
> Pharo-project mailing list
> [hidden email]
> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project


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Re: Status of Rome?

Henrik Sperre Johansen
In reply to this post by Igor Stasenko
Using the TTFontReader?
Iirc, that parses the contour data, even an example of rendering it  
with ballon drawBezier.... somewhere :)

Cheers,
Henry

Den 22. mai 2010 kl. 17.42 skrev Igor Stasenko <[hidden email]>:

> On 22 May 2010 18:34, Stéphane Ducasse <[hidden email]> w
> rote:
>> me too.
>> Now igor do you plan to do it in pharo or by calling opengl?
>>
>
> Err.. what you mean by pharo?
> 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 <[hidden email]>:
>>>> 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.
>>>>
>>>> _______________________________________________
>>>> Pharo-project mailing list
>>>> [hidden email]
>>>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>>>
>>>
>>>
>>>
>>> --
>>> Lukas Renggli
>>> www.lukas-renggli.ch
>>>
>>> _______________________________________________
>>> Pharo-project mailing list
>>> [hidden email]
>>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>
>>
>> _______________________________________________
>> Pharo-project mailing list
>> [hidden email]
>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>
>
>
>
> --
> Best regards,
> Igor Stasenko AKA sig.
>
> _______________________________________________
> Pharo-project mailing list
> [hidden email]
> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project

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Re: Status of Rome?

Igor Stasenko
In reply to this post by Stéphane Ducasse
On 22 May 2010 18:58, Stéphane Ducasse <[hidden email]> 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 <[hidden email]>:
>>>>> 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.
>>>>>
>>>>> _______________________________________________
>>>>> Pharo-project mailing list
>>>>> [hidden email]
>>>>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> Lukas Renggli
>>>> www.lukas-renggli.ch
>>>>
>>>> _______________________________________________
>>>> Pharo-project mailing list
>>>> [hidden email]
>>>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>>
>>>
>>> _______________________________________________
>>> Pharo-project mailing list
>>> [hidden email]
>>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>>
>>
>>
>>
>> --
>> Best regards,
>> Igor Stasenko AKA sig.
>>
>> _______________________________________________
>> Pharo-project mailing list
>> [hidden email]
>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>
>
> _______________________________________________
> Pharo-project mailing list
> [hidden email]
> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>



--
Best regards,
Igor Stasenko AKA sig.

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Re: Status of Rome?

Igor Stasenko
In reply to this post by Henrik Sperre Johansen
On 22 May 2010 19:03, Henrik Johansen <[hidden email]> wrote:
> Using the TTFontReader?
> Iirc, that parses the contour data, even an example of rendering it with
> ballon drawBezier.... somewhere :)
>

Yes, i will use this data directly, in same way as balloon does,
and it will be rasterized by GPU.

> Cheers,
> Henry
>
> Den 22. mai 2010 kl. 17.42 skrev Igor Stasenko <[hidden email]>:
>
>> On 22 May 2010 18:34, Stéphane Ducasse <[hidden email]> wrote:
>>>
>>> me too.
>>> Now igor do you plan to do it in pharo or by calling opengl?
>>>
>>
>> Err.. what you mean by pharo?
>> 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 <[hidden email]>:
>>>>>
>>>>> 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.
>>>>>
>>>>> _______________________________________________
>>>>> Pharo-project mailing list
>>>>> [hidden email]
>>>>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> Lukas Renggli
>>>> www.lukas-renggli.ch
>>>>
>>>> _______________________________________________
>>>> Pharo-project mailing list
>>>> [hidden email]
>>>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>>
>>>
>>> _______________________________________________
>>> Pharo-project mailing list
>>> [hidden email]
>>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>>
>>
>>
>>
>> --
>> Best regards,
>> Igor Stasenko AKA sig.
>>
>> _______________________________________________
>> Pharo-project mailing list
>> [hidden email]
>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>
> _______________________________________________
> Pharo-project mailing list
> [hidden email]
> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project



--
Best regards,
Igor Stasenko AKA sig.

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Re: Status of Rome?

Stéphane Ducasse
In reply to this post by Igor Stasenko

On May 22, 2010, at 6:11 PM, Igor Stasenko wrote:

> On 22 May 2010 18:58, Stéphane Ducasse <[hidden email]> 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.

I think that this is indeed good to have something. Now if we have both then
even better

>
> 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 <[hidden email]>:
>>>>>> 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.
>>>>>>
>>>>>> _______________________________________________
>>>>>> Pharo-project mailing list
>>>>>> [hidden email]
>>>>>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Lukas Renggli
>>>>> www.lukas-renggli.ch
>>>>>
>>>>> _______________________________________________
>>>>> Pharo-project mailing list
>>>>> [hidden email]
>>>>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>>>
>>>>
>>>> _______________________________________________
>>>> Pharo-project mailing list
>>>> [hidden email]
>>>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>>>
>>>
>>>
>>>
>>> --
>>> Best regards,
>>> Igor Stasenko AKA sig.
>>>
>>> _______________________________________________
>>> Pharo-project mailing list
>>> [hidden email]
>>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>
>>
>> _______________________________________________
>> Pharo-project mailing list
>> [hidden email]
>> http://lists.gforge.inria.fr/cgi-bin/mailman/listinfo/pharo-project
>>
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> Best regards,
> Igor Stasenko AKA sig.
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