nanovg

Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations. (by Const-me)

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NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a better nanovg alternative or higher similarity.

nanovg reviews and mentions

Posts with mentions or reviews of nanovg. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-08-11.
  • So you want to write a GUI framework
    13 projects | news.ycombinator.com | 11 Aug 2021
    BGFX is a general-purpose 3D graphics engine, not a GUI nor vector graphics framework.

    Nanovg is an awesome vector graphics library, but has limitations. (1) no ClearType, I fixed in my fork: https://github.com/Const-me/nanovg (2) The only way to get AA is hardware MSAA, unfortunately many popular platforms like Raspberry Pi don’t have good enough hardware to do it fast enough. Nanogui is built on top of Nanovg, shares the limitations.

    I agree with the OP that Cairo and Skia are the only viable ones for Linux.

    It’s sad because Windows has Direct2D for decades now (introduced in Vista), and unlike 2006, now in 2021 Linux actually has all the lower-level pieces to implement a comparable equivalent. Here’s a proof of concept: https://github.com/Const-me/Vrmac#vector-graphics-engine

  • 2D Graphics on Modern GPU (2019)
    10 projects | news.ycombinator.com | 15 Mar 2021
    > in your words, that "the quality is not good"

    Oh, you were asking why I said so? Because I have clicked the “notes document” link in the article, the OP used the same tiger test image as me, and that document has a couple of screenshots. And these were the only screenshots I have found. Compare them to screenshots of the same vector image rendered by my library, and you’ll see why I noted about the quality.

    > Vrmacs draws paths by decomposing them into triangles, rendering them with the GPU rasterizer, and antialiasing edges using screen-space derivatives in the fragment shader.

    More or less, but (a) not always, thin lines are different. (b) that’s a high-level overview but there’re many important details on the lower levels. For instance, “screen-space derivatives of what?” is an interesting question, critically important for correct and uniform stroke widths. The meshes I’m building are rotation-agnostic, and to some extent (but not completely) they are resolution-agnostic too.

    > and it is perfectly capable of rendering high-quality small text on the GPU

    It is, but the performance overhead is massive, compared to GPU rasterizer rendering these triangles. For real-world vector graphics that doesn’t have too much stuff per pixel that complexity is not needed because triangle meshes are good enough already.

    > it looks like it occupies a sweet spot similar to NanoVG

    They’re similarities, I have copy-pasted a few text-related things from my fork of NanoVG: https://github.com/Const-me/nanovg/ However, Vrmac delivers much higher quality of 2D vector graphics (VAA, circular arcs, thin strokes, etc), is much faster (meshes are typically reused across frames), and is more compatible (GL support on Windows or OSX is not good, you want D3D or Metal respectively).

Stats

Basic nanovg repo stats
2
27
0.0
almost 5 years ago

Const-me/nanovg is an open source project licensed under zlib License which is an OSI approved license.

The primary programming language of nanovg is C.


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