vkvg
msdfgen
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vkvg
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Porting pangocairo to pangovkvg (vkvg is a Cairo-like Vulkan library)
Hi, I don't know where to ask this, so, since we're talking about Pango, a GNOME project, I ask it here. There's this library called [`vkvg`](https://github.com/jpbruyere/vkvg) which follows the Cairo API and uses Vulkan as backend, and I thought it would be a good idea to port `pangocairo` to "`pangovkvg`". I created a repository [here](https://github.com/Rubo3/pangovkvg) and I'm focusing on porting it to Linux, so I removed the CoreText and Win32 code. [Here](https://github.com/jpbruyere/vkvg/issues/66) is the issue used to coordinate between `vkvg` and `pangovkvg`. Is there anybody interested and willing to help?
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Best C drawing libraries for Wayland?
I'd like to develop native Wayland programs, and I don't really want to use toolkits like Qt or GTK, I need something just above OpenGL or Vulkan which only draws to a surface, I handle the rest. cairo + pango are a very nice pair, but cairo is mostly dead, the only way to make it Wayland native is through its OpenGL context, which unfortunately is still experimental even after many years. I found about VKVG, which wants to be Cairo based upon Vulkan, but that's "in early development stage". Generally I find dead drawing libraries, full toolkits or game engines which I don't want, or low level libraries. It seems to me that Linux doesn't have a solid middle-level graphics library anymore, or am I missing something? Do you know some libraries to recommend?
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Best graphics libraries for Wayland GUI development?
I tried cairo + pango as they are a nice pair, but cairo's OpenGL support is only experimental. So I found about VKVG, but that's "in early development stage". I don't want to use a full toolkit, just a stable library which abstracts raw graphics APIs, as the ones I've mentioned. Which ones do you recommend?
- Vulkan 2D graphics library written in c with a Cairo like API. Help this open source project to be known.
- Vulkan 2D vector graphics library in c with a Cairo like API. Help this open source initiative to be known.
- Vulkan 2D vector graphics library in c.
msdfgen
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Shader Park Is Kinda Neat
This very well explained here https://github.com/Chlumsky/msdfgen and with more details in link d pdf.
Basically, signed distance fields allow high resolution renders from low resolution rasters which represent character shape.
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SDF font rendering & cuttoff parameter value
No idea how to help you but I will just drop this since it improved the quality for me by 1000 https://github.com/Chlumsky/msdfgen
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Best approach to render a lot of text.
And that's the complicated state of the art version for 3D perspective. Other versions are even simpler.
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Leveraging Rust and the GPU to render user interfaces at 120 FPS
This is known as a “multi-channel signed distance field”, or “msdf”.
https://github.com/Chlumsky/msdfgen
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Font question: What software do you use to create "Signed Distance Field" from OTF or TTF?
I use this, free and has been very good for me https://github.com/Chlumsky/msdfgen
- MelonJS – a fresh and lightweight JavaScript game engine
- What is the maximum number of texture2D's I can have in a single texture array uniform binding?
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Why are SDF editors not more popular for creating assets?
Distance fields are not slow to render. They don't need a powerful gpu. Valve was already using SDF for textures in 2007 and released a paper about it. MSDF (multi channel signed distance fields) is a popular text libraries for game engine devs that uses distance fields. Distance fields are fast to render in 2D and even 3D. The problem is with everything around it. Lighting, shadows, shading will all require specialized tooling and likely a specialized engine for very little benefit (imo).
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Vector Graphics on GPU
Signed distance fields only work well for relatively simple characters.
If you have highly detailed characters like Chinese or emojis, you need larger resolution to faithfully represent every detail. One way to get around excessive memory requirements is to store the characters in their default vector forms and only render the required characters on demand, but then you might as well render them at the required pixel resolution and do away with the additional complexity of SDF rendering.
SDFs are still useful though if you have to render text at many different resolutions, for example on signs in computer games, as seen in the original paper https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007...
In the past, SDFs also had problems with sharp corners, which has been solved in https://github.com/Chlumsky/msdfgen
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Adventures in Text Rendering: Kerning and Glyph Atlases
MSDFGen looks pretty sweet. https://github.com/Chlumsky/msdfgen
What are some alternatives?
plutovg - Tiny 2D vector graphics library in C
msdf-atlas-gen - MSDF font atlas generator
nappgui_src - SDK for building cross-platform desktop apps in ANSI-C
8SSEDT - Tutorial about 8-points Signed Sequential Euclidean Distance Transform
slope - C/Gtk+ data visualization library.
vello - An experimental GPU compute-centric 2D renderer.
c-vector - A dynamic array implementation in C similar to the one found in standard C++
troika - A JavaScript framework for interactive 3D and 2D visualizations
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies
nanovg - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
pangovkvg - port of pangocairo to vkvg
msdfgl - OpenGL implementation of the MSDF algorithm