vger-rs VS glyphy

Compare vger-rs vs glyphy and see what are their differences.

glyphy

GLyphy is a signed-distance-field (SDF) text renderer using OpenGL ES2 shading language. (by behdad)
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vger-rs glyphy
1 3
228 658
2.2% -
7.8 5.5
4 months ago 10 months ago
Rust C++
MIT License GNU General Public License v3.0 or later
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

vger-rs

Posts with mentions or reviews of vger-rs. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-08-10.
  • Vector Graphics on GPU
    10 projects | news.ycombinator.com | 10 Aug 2022
    I've done a library for vector graphics on the GPU which works pretty well for my uses:

    https://github.com/audulus/vger

    and a rust version:

    https://github.com/audulus/vger-rs

    (which powers my rust GUI library: https://github.com/audulus/rui)

    Here's the approach for rendering path fills. From the readme:

    > The bezier path fill case is somewhat original. To avoid having to solve quadratic equations (which has numerical issues), the fragment function uses a sort-of reverse Loop-Blinn. To determine if a point is inside or outside, vger tests against the lines formed between the endpoints of each bezier curve, flipping inside/outside for each intersection with a +x ray from the point. Then vger tests the point against the area between the bezier segment and the line, flipping inside/outside again if inside. This avoids the pre-computation of Loop-Blinn, and the AA issues of Kokojima.

    It works pretty well, and doesn't require as much preprocessing as the code in the article. Also doesn't require any GPU compute (though I do use GPU compute for some things). I think ultimately the approach in the article (essentially Piet-metal, aka tessellating and binning into tiles) will deliver better performance, and support more primitives, but at greater implementation complexity. I've tried the Piet-metal approach myself and it's tricky! I like the simpler Shadertoy/SDF inspired approach :)

glyphy

Posts with mentions or reviews of glyphy. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-09-29.
  • Why Modern Software Is Slow
    6 projects | news.ycombinator.com | 29 Sep 2022
    harfbuzz creator made https://github.com/behdad/glyphy/ which i integrated into GTK a while back (but we don't ship currently, because we still do the bitmap stuff).

    the bitmap stuff still has major drawbacks though, like maintaining grid alignments and pixel boundaries where as this stuff (mostly) goes away using glyphy.

    still work to be done around hinting though (hence not merged).

  • Vector Graphics on GPU
    10 projects | news.ycombinator.com | 10 Aug 2022
    You can approximate the Bézier curves with circular arcs and store those in the "SDF" instead. https://github.com/behdad/glyphy
  • The end of the nice GTK button
    4 projects | news.ycombinator.com | 24 Mar 2022
    > The only issue with it is that font rendering looks horrific, but that might just be my machine.

    This is because GTK4 enables pixel/scaling-independent fractional vertical positioning, even with hinting enabled. There's a long (somewhat ongoing) discussion at https://gitlab.gnome.org/GNOME/gtk/-/issues/3787, though I haven't followed the last few months of discussion.

    Even though GTK4 aims to achieve scale-independent layout, the 4 horizontal/vertical positions still produce a bit of judder, and fonts do not scale smoothly (even with bilinear interpolation) with hinting enabled, and (unless fixed) there are rendering issues due to failing to clear the texture atlas properly: https://gitlab.gnome.org/GNOME/gtk/-/issues/4322

    Interestingly there's a proposal to switch GTK4 fonts to SDF-style rendering. This is somewhat like what Qt Quick 2 implemented already (and KDE turns off and reverts to FreeType rendering, to make QML apps mimic Qt Widgets font rendering more): https://blogs.gnome.org/chergert/2022/03/20/rendering-text-w... However, I looked at https://github.com/behdad/glyphy and it seems to implement vector-based SDFs, instead of earlier texture-based SDF/MSDFs used by Valve games and Qt Quick.

What are some alternatives?

When comparing vger-rs and glyphy you can also consider the following projects:

nanovgXC - Lightweight vector graphics library implementing exact-coverage antialiasing in OpenGL

qt6ct - Qt6 Configuration Tool

vger - 2D GPU renderer for dynamic UIs

contrast_renderer - Contrast is a WebGPU based 2D render engine written in Rust

rui - Declarative Rust UI library

Fly-Pie - :pie: Fly-Pie is an innovative marking menu written as a GNOME Shell extension.

stylus - Stylus - Userstyles Manager

msdfgen - Multi-channel signed distance field generator

SHA-Intrinsics - SHA-1, SHA-256 and SHA-512 compression functions using Intel, ARMv8 and Power8 SHA intrinsics