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Blend2D – 2D Vector Graphics Engine

159 点作者 philix001大约 6 年前

7 条评论

w0utert大约 6 年前
Very interesting and useful, but when I read the title I was hoping it would be something different.<p>I would love to find some kind of stripped-down vector graphics engine that is fully geared towards real-time rendering of path-based graphics for games. For example to write retro-style games that use 2D vector graphics instead of textured quads. I&#x27;ve been writing a simple game that uses this graphics style, and so far I&#x27;ve been simply using pre-rendered textures for sprites. Being able to directly render these things by composing vector-based layers would allow all kinds of interesting effects and image quality improvements, e.g. seamless scaling morphing, etc. Obviously this would be way, way slower than emulating these things using bitmap textures and&#x2F;or SDF&#x27;s for scaling, but for the simple graphics my game is using that should probably be fine, even on mid-range hardware there is plenty of frame time I could dedicate to vector rendering and still hit at least 30fps.
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c-smile大约 6 年前
If to speak about UI needs then CPU rasterization is just half of the problem.<p>320 PPI display (a.k.a. &quot;Retina&quot;) has 9 times more pixels than old, classic 96 PPI one.<p>So just attaching new monitor will require 10 times better CPU in order to render the same UI. That if to use CPU rasterizers only.<p>Obviously that above is not an option. That&#x27;s why Direct2D and Skia contain as GPU as CPU rasterizers. That dualism complicates things quite a lot - two alternative renderers under the same API roof shall produce similar results.<p>So Blend2D, to be a viable solution for the UI, shall be 10 faster in rasterizing than any current alternatives.<p>Yet, it was NV_path_rendering OpenGL extension from NVIDIA aimed for 2D path rasterization, but it seems the effort is dimmed now as OpenGL itself. OpenGL architecture, that was created to run H&#x2F;W accelerated full screen apps, is far from being adequate for windowed UI.<p>So far Microsoft&#x27;s Direct2D is the best thing that we have for H&#x2F;W accelerated UI so far. And WARP mode in Direct2D (CPU rasterizer) is pretty close to the Blend2D - they also use JIT for rasterizing AFAIK.
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IshKebab大约 6 年前
This is such a well-made landing page. Tells me what it does, what makes it good, isn&#x27;t full of vague marketing waffle, doesn&#x27;t put one sentence per screen, and has actual code and output examples!
royjacobs大约 6 年前
This is very interesting. Especially since other vector engines are either unmaintained (like Antigrain) or extremely hard to build (Skia, Cairo).<p>I do wonder if these kind of libraries shouldn&#x27;t be supplanted by hardware accelerated rendering, though.
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pettou大约 6 年前
I&#x27;m eagerly following the project for several years now, very well done Petr and Fabian!
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raphlinus大约 6 年前
How does the performance of path filling compare to font-rs?
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vanderZwan大约 6 年前
Whenever SVG rendering engines come up, sooner or later the question of &quot;which part of the SVG spec does it render incorrectly?&quot; comes up. How does this one fare?<p>I get the impression that often these rendering bugs are partially caused by old optimizations that break later spec changes or missed some edge cases the first time around, so I hope that means this engine does better than most because it&#x27;s more recent, built from-the-ground-up and can learn from the mistakes of others.
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