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From Vectors to (sub) Pixels, C# 2D Rendering Library

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**SubPixel Rendering Developement Snapshot** ![subpix04](https://cloud.githubusercontent.com/assets/7447159/23831791/9b3d3e4e-075a-11e7-9568-5e9d0d3d876d.png) _pic 1: GLES2 glyph texture with subpixel rendering., (top) use color component1. (middle) use color component2, (bottom) use color component3._ --- ![subpix03](https://cloud.githubusercontent.com/assets/7447159/23831809/f3424a12-075a-11e7-9cd2-5b2920f59764.png) _pic 2: Agg...

[CosmosOS](https://github.com/CosmosOS/Cosmos) Render Surface --- 1st thing, Thank you to all developers of the CosmosOS for their C# OS. 2nd , It would be 'another way' to help its GUI system...

see 1. https://github.com/asmjit/asmjit 2. https://github.com/hypeartist/AsmJit 3. https://github.com/blend2d/blend2d --- also https://www.codeproject.com/Tips/855149/Csharp-Fast-Memory-Copy-Method-with-x-Assembly-Usa https://blogs.msdn.microsoft.com/devinj/2005/07/13/dynamically-writing-and-executing-native-assembly-in-c/ https://blogs.msdn.microsoft.com/dotnet/2018/10/10/using-net-hardware-intrinsics-api-to-accelerate-machine-learning-scenarios/?utm_source=vs_developer_news&utm_medium=referral https://github.com/google/swiftshader https://github.com/john-h-k/MathSharp --- OR https://github.com/ispc/ispc

Preview --- I have a modified version of the originalMsdf gen. I call it _Msdf3_ I optimize 'Closest edge search' by using 'closet edges lookup table bitmap' I have implement...

INFO

see http://www.learnopengles.com/tag/vertex-buffer-object/ and https://developer.apple.com/library/content/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesforWorkingwithVertexData/TechniquesforWorkingwithVertexData.html http://www.learnopengles.com/android-lesson-seven-an-introduction-to-vertex-buffer-objects-vbos/

see=> Easy Scalable Text Rendering on the GPU (https://medium.com/@evanwallace/easy-scalable-text-rendering-on-the-gpu-c3f4d782c5ac) BUT the original code (https://github.com/evanw/theta/blob/master/LICENSE.md) is **GPL**. **I can't look at the code** => so I will implement it from his...

Now, You can _imagine_ "How to implement Font Variation" (https://github.com/LayoutFarm/Typography/issues/37). --- This issue is designed for documentation project. If you want to comment, just create a new issue and link...

see ... https://pdfs.semanticscholar.org/9f2b/e13f74ad153de8052864317e887faaba6989.pdf http://www.mdk.org.pl/2007/10/27/curvy-blues https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch25.html https://www.reddit.com/r/opengl/comments/1a1vai/loop_and_blinn_quadratic_curves/ http://www.rpenalva.com/blog/?p=107#more-107 https://stackoverflow.com/questions/15519142/resolution-independent-cubic-bezier-drawing-on-gpu-blinn-loop https://stackoverflow.com/questions/20970673/how-to-solve-rendering-artifact-in-blinn-loops-resolution-independent-curve-ren https://github.com/hansent/lbfont https://medium.com/@evanwallace/easy-scalable-text-rendering-on-the-gpu-c3f4d782c5ac http://gaps-zju.org/pathrendering/GPUpathrendering.pdf --- other interesting path rendering http://on-demand.gputechconf.com/gtc/2015/presentation/S5578-Diego-Nehab.pdf http://josiahmanson.com/research/scanline_rasterization/scanline_rasterization.pdf http://jcgt.org/published/0006/02/02/paper.pdf --- from http://wdobbie.com/post/gpu-text-rendering-with-vector-textures/ > ![note1](https://user-images.githubusercontent.com/7447159/35103083-76b8c556-fc97-11e7-8087-13f40c65dd8e.png) --- https://en.wikipedia.org/wiki/Green%27s_theorem