freenode/#shirakumo - IRC Chatlog
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20:15:05
Colleen
twitter.com/Shinmera/status... Website (HTML), Title: Shinmera auf Twitter: "Well, first day is effectively over for us, but it was a really good one!
20:32:16
|3b|
probably starting on 2d rendering lib next, wondering if how well cl-paths (from cl-vectors) would work for a front-end, so i don't need to implement the API part
20:32:59
|3b|
yeah, just not sure how much of that is cl-aa (which i would be replacing) and how much is cl-paths
20:33:51
Shinmera
I still need to figure out how to make alloy-simple non-immediate for text and stuff.
20:36:37
|3b|
like arbitrary transforms (possibly messy for spline stuff), AA at edges between 2 paths (almost nobody does that right)
20:38:07
|3b|
maybe make a lower-quality but fast renderer for gles 2.x level APIs, and a nicer one for compute-shader level APIs
22:13:18
|3b|
not sure if the low-gl-version backend will support arbitrary transforms though, might be limited to just 2d transforms
22:15:26
|3b|
yeah, those aren't too bad, particularly if they are only in a single plane perpendicular to view
22:16:39
|3b|
i think perspective messes up beziers (definitely breaks cubics, pretty sure quadratics), and transforming after splitting into line segments is hard because perspective affects the errors use to splitr too
22:17:42
|3b|
main place full 3d for UI is useful is UI on things in world, and that's usually just a transformed plane, which could be an fbo
22:18:04
Shinmera
yeah, or already baked to textures, or facing the user anyway to make it readable.
22:19:10
|3b|
nice to have it live (if anything on it animates or reflects world state) while you are approaching, even if you can't interact directly
22:20:28
|3b|
though now that i think about it, it might be nice to have some for 3d for game interface UIs
22:21:38
|3b|
seems like borderlands games had some angled menus, wonder if they just rendered to a FBO and mapped that at an angle, or rasterized it directly
22:22:10
Shinmera
probably the former. Benefits of direct rasters are only really visible at high skews and then it's not really good for the user anyway.