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Re: OpenGL rendering, etc


Tomasz Wlostowski kirjoitti 24.10.2018 klo 17.04:
> On 24/10/2018 13:32, Jeff Young wrote:
>> If the pixel snapping happens in the shader then ERC wouldn’t know about it.  We just have to make sure that the snap direction is uniform so we don’t end up with visual mismatches between wires & pins (for instance).
> I'll have a look at it.
> T.

The pixel fitting has to be applied to global coordinate system as it is
scaled to display and back, not just per item. I had a brief discussion
with Gschem renderer author when the thing was new, somewhere between
2008–2012. He used some neat tricks, so maybe have a look at the code.

Some hopefully related links follow:

[1] https://github.com/rougier/gl-agg
[2] http://jcgt.org/published/0002/02/08/paper.pdf
[3] http://www.hpl.hp.com/techreports/Compaq-DEC/WRL-98-2.pdf
[4] https://github.com/memononen/nanovg
[5] https://www.shadertoy.com/view/ltcBzj
[6] http://vispy.org/

After playing with the last one and GnuRadio my impression is that
Python_guitoolkitofchoice, OpenGL view, and C++ processing might be the
most productive combo regarding lines of code, performance and developer
base. If we are providing a python (GUI) scripting interface anyway, why
not draw the slow main menus and GUI buttons as well?


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