On Mon, Feb 24, 2014 at 11:13:27AM +0100, Maciej Sumiński wrote: > line, so you need a way to tell GPU that there should be a break. It is > better explained here (for triangles), chapter "Use Triangle Strips to Batch > Vertex Data":
GL_LINES, then. However endpoints would be drawn twice; if fragment testing is done correctly (and IIRC it is) shouldn't be a problem. > a) Why do you think so? It is just one black & white texture containing all > characters (e.g. http://i.stack.imgur.com/VFKM2.gif) and then it is simply > referred to when drawing characters. Textures can also be colorized, so the > bitmap black & white is perfectly fine. How many characters? The full BMP, maybe (since we have unicode...); It's not *so* easy. Need thinking. > b) Maybe there are some ways to sharpen textures, but I am not very familiar > with the topic. Grid fitting after rasterization AFAIK can't be done... but maybe there is a fragment shader trick to pick the 'right' pixel. > But for lines made from triangles it works > http://oi58.tinypic.com/21n2s1j.jpg (yup, it is buggy, there is something > wrong and currently I do not know how to fix it). Yes, but you pump triangles, not lines :P the current trend for GPUs seems to be that. -- Lorenzo Marcantonio Logos Srl _______________________________________________ Mailing list: https://launchpad.net/~kicad-developers Post to : kicad-developers@lists.launchpad.net Unsubscribe : https://launchpad.net/~kicad-developers More help : https://help.launchpad.net/ListHelp