Is anybody working on a D-based really fast OpenGL-based visualization engine that supports tessellation of 2d primitives on the GPU?

For instance, if I want to animate a huge amount of circles (in a 2d-graph) and I would like to only have to send an array of centers and radiuses and optionally colors, and transparencies to the GPU and then have the circles tessellated and rasterized there.

I need this for visualizing and animating huge graphs (potentially millions of nodes) using the powers present in modern day GPUs.

I'm interested in both pure-D implementations and wrappers over open-source C/C++ based implementations supported by Linux.

Does a Vulkan-based implementation in D provide any benefits with regards to CPU-to-GPU-data-transfer and on-GPU-tesselation?

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