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Trying to build on Ubuntu 19

Open profK opened this issue 5 years ago • 16 comments

Yoir build instructions are pretty minimal. Using Htmlrenderer.build and your check out git instructions, all three parts (renderer/pixel farm/ typography) all have reference errors.

Im using Rider on Ubuntu 19 if that's any help.

Complete build instructions would be really nice. I really want to port HtmlRender to Unity3D canvas but just building period is the first step...

profK avatar Mar 23 '20 22:03 profK

@profK ,

Could you post some error messages?

prepare avatar Mar 25 '20 05:03 prepare

HtmlRenderer's current version is not cross-platform yet.

I don't have experiences on building this on linux.

prepare avatar Mar 25 '20 05:03 prepare

Thats too bad. I was planning on having to do the low level drawing stuff myself (hoping you have a clean interface for that) but that the rest would build the way the previous version's core would.

I guess Im back on that until some future date

On Wed, Mar 25, 2020 at 1:57 AM win [email protected] wrote:

HtmlRenderer's current version is not cross-platform yet.

I don't have experiences on building this on linux.

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profK avatar Mar 25 '20 22:03 profK

Note that if there is still a clear core separation in the source code you could point me at, I could get the build working on my own.

On Wed, Mar 25, 2020 at 6:08 PM Jeffrey Kesselman [email protected] wrote:

Thats too bad. I was planning on having to do the low level drawing stuff myself (hoping you have a clean interface for that) but that the rest would build the way the previous version's core would.

I guess Im back on that until some future date

On Wed, Mar 25, 2020 at 1:57 AM win [email protected] wrote:

HtmlRenderer's current version is not cross-platform yet.

I don't have experiences on building this on linux.

— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/LayoutFarm/HtmlRenderer/issues/62#issuecomment-603655681, or unsubscribe https://github.com/notifications/unsubscribe-auth/AA64NZNNIMWAXQI5UAKPBELRJGMLPANCNFSM4LSHCW7Q .

-- It's always darkest just before you are eaten by a grue.

-- It's always darkest just before you are eaten by a grue.

profK avatar Mar 25 '20 22:03 profK

Isn't there a netstandard project? They are cross platform. https://github.com/LayoutFarm/HtmlRenderer/blob/master/Source/x_autogen_netstandard2.0/HtmlRenderer.One/HtmlRenderer.One.csproj

Happypig375 avatar Mar 26 '20 03:03 Happypig375

It wasn't clear to me that that is buildable with dotnet cli. I can try that and see what it does.

On Wed, Mar 25, 2020 at 11:15 PM Hadrian Tang [email protected] wrote:

Isn't there a netstandard project? They are cross platform. https://github.com/LayoutFarm/HtmlRenderer/blob/master/Source/x_autogen_netstandard2.0/HtmlRenderer.One/HtmlRenderer.One.csproj

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profK avatar Mar 26 '20 03:03 profK

@profK

I have a plan to separate the Html layout part and Html rendering part.

Html elements go to layout module and then go to another rendering module.

but to layout correctly, the layout engine need to know the size of text.

and the size of text depends on rendering module (to measure string)


I was planning on having to do the low level drawing stuff myself

I want to know your plan about low level drawing drawing part. esp. text rendering part.

(I'm interesting in Unity rendering engine but I don't have any experience about it)

prepare avatar Mar 26 '20 04:03 prepare

Sure, but you can make a function that returns the size of the text part of the API to the rendering layer. Then the rendering layer can be completely swapped out as long as it provides the same functionality.

On Thu, Mar 26, 2020 at 12:20 AM win [email protected] wrote:

@profK https://github.com/profK

I have a plan to separate the Html layout part and Html rendering part.

Html elements go to layout module and then go to another rendering module.

but to layout correctly, the layout engine need to know the size of text.

and the size of text depends on rendering module (to measure string)

I was planning on having to do the low level drawing stuff myself

I want to know your plan about low level drawing drawing part. esp. text rendering part.

(I'm interesting in Unity rendering engine but I don't have any experience about it)

— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/LayoutFarm/HtmlRenderer/issues/62#issuecomment-604220248, or unsubscribe https://github.com/notifications/unsubscribe-auth/AA64NZJJKONGBZTZQN2FFEDRJLJYRANCNFSM4LSHCW7Q .

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profK avatar Mar 26 '20 04:03 profK

On Unity. Ive already done one simple GUI system on Unity. HTML5 is going to require a bit bigger rendering API but Ive been hunting around for a GPU based 2D lib that wil render to a texture. (I might have to write it myself but thats a moderate sized project so Im trying to avoid it)

If I can render the HTML at runtime to a texture, then I can just implement your ender API ontop of it, and use the texture on a Unity UI Canvas on the other side.

On Thu, Mar 26, 2020 at 12:20 AM win [email protected] wrote:

@profK https://github.com/profK

I have a plan to separate the Html layout part and Html rendering part.

Html elements go to layout module and then go to another rendering module.

but to layout correctly, the layout engine need to know the size of text.

and the size of text depends on rendering module (to measure string)

I was planning on having to do the low level drawing stuff myself

I want to know your plan about low level drawing drawing part. esp. text rendering part.

(I'm interesting in Unity rendering engine but I don't have any experience about it)

— You are receiving this because you were mentioned. Reply to this email directly, view it on GitHub https://github.com/LayoutFarm/HtmlRenderer/issues/62#issuecomment-604220248, or unsubscribe https://github.com/notifications/unsubscribe-auth/AA64NZJJKONGBZTZQN2FFEDRJLJYRANCNFSM4LSHCW7Q .

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profK avatar Mar 26 '20 04:03 profK

you will use texture-based text-rendering right ?

prepare avatar Mar 26 '20 04:03 prepare

If you use texture-based text-rendering, what is your technique to generate glyph-atlas ?

prepare avatar Mar 26 '20 04:03 prepare

I ask it because I already has some texture-based text rendering ( see https://github.com/PaintLab/PixelFarm/issues/55 and https://github.com/LayoutFarm/Typography) that is designed to be text-rendering back-end of this project.

if your technique is similar, so I can figure out how to interface text-measuring in a proper way

prepare avatar Mar 26 '20 04:03 prepare

I had actually hoped that your typography library would use the same low-level draw functions. if it doesn't then I'll have to scare something up. If nothing else there is an old bitmap format that we used in games the 80s that has a converter for trutype. i always forget the name but i can hunt it up again

On Thu, Mar 26, 2020 at 12:47 AM win [email protected] wrote:

If you use texture-based text-rendering, what is your technique to generate glyph-atlas

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profK avatar Mar 26 '20 06:03 profK

Angelcode.

https://www.angelcode.com/products/bmfont/

On Thu, Mar 26, 2020 at 2:28 AM Jeffrey Kesselman [email protected] wrote:

I had actually hoped that your typography library would use the same low-level draw functions. if it doesn't then I'll have to scare something up. If nothing else there is an old bitmap format that we used in games the 80s that has a converter for trutype. i always forget the name but i can hunt it up again

On Thu, Mar 26, 2020 at 12:47 AM win [email protected] wrote:

If you use texture-based text-rendering, what is your technique to generate glyph-atlas

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profK avatar Mar 26 '20 06:03 profK

Thank you :)

prepare avatar Mar 26 '20 06:03 prepare

Just found this looks promising...

https://github.com/ryancheung/FreeTypeSharp

On Thu, Mar 26, 2020, 2:30 AM win [email protected] wrote:

Thank you :)

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profK avatar Mar 26 '20 09:03 profK