You could also do "this sort of thing" using pixel shaders. GPU Gems
3 has an article by Charles Loop and Jim Blinn entitled "Rendering
Vector Art on the GPU". They directly render cubic and quadratic
Bezier segments (ie: without tesselation). Although I haven't given
much thought to extending the technique to support non-linear
coordinate systems, but my first guess is that this is plausible.
Of course, the proportion of world-wide computer users who have this
kind of hardware is quite small. Hopefully this will change as 3D
becomes more generally useful (not just for gamers).
Josh
On Feb 1, 2008, at 2:17 AM, Bert Freudenberg wrote:
>
> Am Feb 1, 2008 um 3:27 schrieb Juan Vuletich <
[hidden email]>:
>
>> Bert Freudenberg wrote:
>>>
>>> I am beginning to understand your point :) Yes, having that power
>>> in the base system would be cool. I still think it can be
>>> implemented on latest-gen OpenGL hardware (which can do the non-
>>> linear transform and adaptively tesselate curves to pixel
>>> resolution) but that then would be just an optimization.
>>>
>>> - Bert -
>>>
>>
>> Do you have any links on this OpenGL stuff?
>
> google for "geometry shader"
>
> - Bert -
>
>