SDL 1.3 primitives |
Sam Lantinga
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Hey guys, I'm looking at what primitives to add to SDL 1.3.
So far I have point, line, rect outline, and rect filled. I'm going to have fast and anti-aliased versions of the line drawing code. How many people would use circle or polygon and not go directly to OpenGL? See ya! -- -Sam Lantinga, Founder and President, Galaxy Gameworks LLC _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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SDL 1.3 primitives |
Mason Wheeler
Guest
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Oh, there's a rect outline now? That would be really useful for me.
I personally don't see much use for a "polygon". Circle, though, would be nice.
SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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SDL 1.3 primitives |
Bill Kendrick
Guest
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On Fri, Dec 18, 2009 at 09:08:35PM -0800, Sam Lantinga wrote:
Out of curiosity, how are you anti-aliasing? In libcrtxy, I was using Xiaolin Wu's algorithm for fast AA. Of course, that lib's purpose is to be able to target even slower, FPU-less systems. (And to allow the user and/or porter to decide what rendering features were used; the games aren't supposed to care.) I was hoping that lib would eventually have OpenGL as a backend, too, of course. (Though perhaps via SDL 1.3's primitives, that'd be moot; I'd just do it through SDL 1.3 directly.)
Well, me, but I probably don't count. ;) -- -bill! Sent from my computer _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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SDL 1.3 primitives |
Sam Lantinga
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Funny you should ask that, I was literally typing Wu's algorithm as I
read your e-mail. I'm dropping Bresenham's algorithm entirely. We have perfectly good alpha blending, and modern CPUs can actually handle it, so why not use it? Of course OpenGL and Direct3D will give us that for free. Of course the first thing that comes to mind with this is free-rotating vector shapes (classic asteroids anyone?), which means that we'd need floating point precision for points. Hmmm.... On Fri, Dec 18, 2009 at 11:05 PM, Bill Kendrick wrote:
-- -Sam Lantinga, Founder and President, Galaxy Gameworks LLC _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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SDL 1.3 primitives |
Bob
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On Fri, Dec 18, 2009 at 11:08 PM, Sam Lantinga wrote:
People first learning computer graphics. The learning barrier from simple primitives to OpenGL is a lot like the difference between basic arithmetic and vector math. The really dumb simple shapes make it very easy to build programs that demonstrate animation without having to jump to the complexity of OpenGL. Seriously, just trying to get past the details of the OpenGL data type variants for all the different APIs is a major barrier to learning. I'd like to see circle and ellipse. Circle needs, x, y, radius and color. Ellipse needs x, y, x-radius, y-radius, angle, and color. Yeah, I know, the ellipse parameters aren't what a lot of people expect, but they are dead simple for people who don't yet understand vectors and rotations. Polygon is nice if you can handle concave polygons, otherwise I'd leave them out. It would be nice to have texturing of the primitives, but... well I understand not doing it. Are you restricting this to 2D primitives? Even in OpenGL it would be nice to have the GLUT solids as built in primitives. Those are especially nice if they support texture faces. Bob Pendleton
-- +----------------------------------------------------------- + Bob Pendleton: writer and programmer + email: + web: www.TheGrumpyProgrammer.com _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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