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# haxe-ui
  • o

    orange-van-60470

    09/22/2022, 1:30 AM
    so maybe pixel drawing is better.
  • r

    refined-laptop-39041

    09/22/2022, 1:33 AM
    Shapes is cool
  • r

    refined-laptop-39041

    09/22/2022, 1:33 AM
    I would mess with it, but it is $100 and unity only lmao
  • o

    orange-van-60470

    09/22/2022, 1:34 AM
    but the aspects irrespective of the implementation detail is interesting. I have not used shapes, but do follow its author.
  • o

    orange-van-60470

    09/22/2022, 1:36 AM
    I mean like I recently implemented some dash dot lines on my engine and just looking at her dash line details it's interestingly complex.. what to try to offer
  • r

    refined-laptop-39041

    09/22/2022, 1:38 AM
    Just followed her
  • o

    orange-van-60470

    09/22/2022, 1:38 AM
    I once worked on videoscribe that had brushes so that was different again
  • r

    refined-laptop-39041

    09/22/2022, 1:40 AM
    We should probably move out of #565569107701923852
  • o

    orange-van-60470

    09/22/2022, 1:40 AM
    certainly i need to consider revising my polyline join enum to be more normal
  • o

    orange-van-60470

    09/22/2022, 1:40 AM
    Well I was opening the questions due to the recent haxe ui canvas release
  • o

    orange-van-60470

    09/22/2022, 1:41 AM
    was curious on why he went with pixel approach
  • o

    orange-van-60470

    09/22/2022, 1:41 AM
    and api decisions
  • o

    orange-van-60470

    09/22/2022, 1:42 AM
    anyway for another time late here
  • b

    bulky-exabyte-6537

    09/22/2022, 1:48 AM
    i just laughed because i imagined gpu accelerated haxeui-pdcurses
  • f

    future-iron-61487

    09/22/2022, 6:43 AM
    one time I made dashed lines in OpenGL and uhh
  • f

    future-iron-61487

    09/22/2022, 6:43 AM
    it wasn't good
  • b

    bright-gpu-74537

    09/22/2022, 6:46 AM
    its not always the pixel approach, you can draw circles, curves, etc... but really there is not real "haxeui impl"... it just gets passed off to the backed, for example, on haxeui-html5, its actually not a canvas, its an svg (since i think it looks nicer)... however, you can "flip" it to dom canvas with
    componentGraphics.setProperty("html5.graphics.method", "canvas");
    (this is experimental so i think ill change this eventually ideally, it will happen automatically)
  • b

    bright-gpu-74537

    09/22/2022, 6:47 AM
    the reason for that is pretty simple, painting "pixels" using svg is almost impossble, i mean, you can create 1x1 rects, but that are insanely heavy, so things like this:
  • b

    bright-gpu-74537

    09/22/2022, 6:48 AM
    arent really feasible with any performance. Of course, you could create a gradient but a) thats not supported in canvas yet and b) im not sure that it would be support in all backends... pixels certainly is...
  • b

    bright-gpu-74537

    09/22/2022, 6:48 AM
    and actually, its not just gradients really, this too:
  • b

    bright-gpu-74537

    09/22/2022, 6:49 AM
    that would have to be pixels, and again, drawing 90k (assuming 300x300 agif) 1x1 svg rects (each frame!) is just a no go
  • b

    bright-gpu-74537

    09/22/2022, 6:53 AM
    im not sure what you mean "over GPU drawing", on other backends pretty sure setpixels will be GPU accelerated, at least im 100% sure of that on heaps and raylib, not sure about openfl, but i would assume... yes? Maybe im wrong there, also, i think that it will all be GPU accelerate on html5 too, using either canvas or svg
  • f

    future-iron-61487

    09/22/2022, 7:12 AM
    cackles in anime fansub
  • f

    future-iron-61487

    09/22/2022, 7:12 AM
    you have not seen the things I've seen done in libass
  • b

    bright-gpu-74537

    09/22/2022, 7:36 AM
    well, its a limitation of the browser... you saying you have 90k svg shapes running at 60fps?
  • b

    bright-gpu-74537

    09/22/2022, 7:36 AM
    (and its a perfectly reasonable limitation)
  • f

    future-iron-61487

    09/22/2022, 7:38 AM
    I've seen fuck-your-cpu subtitling where someone did in fact import a bitmap into a subtitle file as a shitload of 1x1 rects
  • f

    future-iron-61487

    09/22/2022, 7:38 AM
    before there was electron apps, there were fansubbers - the original cpu wasters
  • f

    future-iron-61487

    09/22/2022, 7:39 AM
    I don't think it was ever released though because it did take the computer way to long to do it at 1080p24
  • f

    future-iron-61487

    09/22/2022, 7:39 AM
    also libass is all CPU
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