I'm already shopping for an OpenGL-capable laptop, just so I can finally run 
your code :-).

--Tim

On Tuesday, September 15, 2015 12:08:10 PM Simon Danisch wrote:
> I've looked at most techniques and settled for distancefield based
> techniques for OpenGL.
> I'm in the middle of putting everything together but right now I've just
> finished support for different markers, styles (glow || outlined || filled)
> and full unicode rendering.
> You can place and rotate them however you want ;)
> Lines rendered with the same technique are mostly there. They'll support
> the same styles and stuff like dotted lines, etc.
> To get an idea of how the technique compares to Agg and Skia you can look
> here: https://www.mapbox.com/blog/drawing-antialiased-lines/ (there is a
> graphic with exactly that comparison, WebGL is the technique I'm talking
> about).
> What's missing with that approach is hinting and LCD aware anti aliasing.
> I've seen people add these techniques to distance field rendering
> pipelines, so I'm optimistique that we can add them later on when asked for.
> So far I'm positively surprised by the quality. I've made some screenshot
> if you're
> interested:
> https://drive.google.com/folderview?id=0B9vNkD-OdlWNV3dCUWJyeTk3aDA&usp=sha
> ring
> 
> The speed is top notch, giving me smooth rendering of 1 million static
> particles and 50 thousand animated particles on my pretty weak ultrabook
> (i3 with hd 4400 - 1 million particles render in roughly 0.03s)
> It supports hit testing calculated on the GPU( exposed via Reactive). Any
> pixel on the screen can be traced back to its origin.
> I've added quite a lot of support for selection and editing the data
> directly on the GPU, which enabled me to implement complex stuff like text
> editing and 3D gizmos.
> I hope that I can release all this in roughly one week.
> 
> By the way, it's all written in Julia and OpenGL with very little
> dependencies ;)
> 
> Best,
> Simon
> 
> Am Dienstag, 15. September 2015 18:01:37 UTC+2 schrieb Tom Breloff:
> > Does anyone in the community have experience with Anti-Grain Geometry as
> > an alternative to Cairo?
> > 
> > http://www.antigrain.com/
> > 
> > I know very little about it, but it could possibly be faster and more
> > stable than Cairo for 2D graphics, with a lighter dependency footprint. 
> > It
> > is a C++ package, so this is something that will depend on a stable
> > Cxx.jl.
> > 
> > Are there any other similar frameworks that could be more performant than
> > Cairo for intense 2D simulations and realtime plots?  I suppose OpenGL,
> > although my experience with OpenGL is that it's hard to make the graphics
> > pretty.  Thoughts?

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