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2D GPU renderer for dynamic UIs

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Instead of a separate glow pass, we could fake glow with SDFs, like this: https://www.shadertoy.com/view/WdK3Dz

Should be using the correct bounds.

SPM doesn't seem to create default.metallib ``` TextureRenderer.swift:15:68: error: type 'Bundle' has no member 'module' ```

``` Failing tests: -[vgerTests testPrimDemo] ```

This is a consequence of my quick & dirty job of converting strokes to filled paths. Code begins here: https://github.com/audulus/vger/blob/687b78d91b334830e6830008fa6727ffa3cd94a7/Sources/vger/vger.mm#L253

This could avoid the path scanning phase (`PathScanner`) 1. Flip in/out using a triangle fan 2. Flip in/out using u*u < v (loop-blinn)