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| WonderBrush uses AGG |
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By stippi - Posted on May 14, 2005 - 16:18:41 (#16633)
Current version when comment was posted: 2.3 |
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Indeed, WonderBrush already uses AGG for many features. In the last couple of releases, I incrementally replaced my own code with AGG based implementations, and I'm continuing to do so. The next version will bring gradient support based on AGG. I'm even considering replacing my blending algorithms. Unfortunately, building the configuration GUI to access all those features that AGG provides is also much work, so it doesn't happen as fast as I would like. But I'm keeping at it!
Best regards,
-Stephan
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| yellow bites hurra |
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By kraton. - Posted on May 14, 2005 - 08:27:04 (#16628)
Current version when comment was posted: 2.3 |
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Thank you very much for this app. It shows the potential BeOs has with help of Maxims Grafik library.
Thank you very much for porting this wonderfull pice of work. Hopefully some Programmer will use this libs for doing great apps, like Wonderbrush for example.
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| wohoo |
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By blu - Posted on September 15, 2004 - 16:39:58 (#14206)
Current version when comment was posted: 2.2 |
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well, i believe the texturing-AA apporach is the only viable way to do proper (or near so) 2D on top of 3D. 3D rasterizers are usually made with quite different 'correctness' criteria in mind, and people should not get surprized if they see 2D primitives as points and lines being not correctly rasterized by an inherently triangle-based 3D rasterizer. that said, clever approaches still tend to get the job done.
ah, whatever, just wanted to say: nice to see such a fine piece of code as AGG available under beos, kudos to McSeem and a big thanks to stippi and the rest of the yb guys.
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| 3D |
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By McSeem - Posted on September 14, 2004 - 22:49:48 (#14198)
Current version when comment was posted: 2.2 |
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I understand the wish to have 3D graphics too, but it's simply impossible to solve it all in no time. Besides, the most of efforts are spent for fast texturing in 3D accelerators, that is, for game industry. I simply can't compete them alone. Currently AGG has a niche of high quality 2D graphics, mostly for scientific and engineering applications, where there are no requirements of real-time rendering, but where fast "3D-game" capabilities are useless. However, in future I'd like to think of some basic 3D rendering algorithms, like a Z-buffer with anti-aliasing, Phong shading, fast perspective texturing and so on. But currently I don't have any concrete plans of that. The main problem of 3D now is that you have good and fast texturing and lighting, but no real line or edge anti-aliasing and no actual subpixel accuracy:
http://homepage.mac.com/arekkusu/bugs/invariance/
This is ridiculous, texturing technique works quite well for general AA (very restrictive, though), when basic 3D-rendring with AA is complete failure.
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| 2D versus 3D |
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By stippi - Posted on September 12, 2004 - 19:34:04 (#14177)
Current version when comment was posted: 2.2 |
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I don't think the wording "3D is better than 2D" describes it well, because both are equaly useful, just for different purposes. And 3D engines actually do exist for BeOS. I know of at least two. There are a couple of 2D engines that compile on BeOS, including Zodius and libart, but nothing comes even close to the quality, speed and flexible design of AGG.
Regards,
-Stephan
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| it even taste good in your cereal |
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By AlienSoldier - Posted on September 11, 2004 - 19:50:34 (#14162)
Current version when comment was posted: 2.1 |
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when i saw this i did think it would be perfect for a 2D cad app, or a software modeling suite.
Ho look, 2 kind of app beos don't have and i need (me and my selfishness).
On a side note, 2d is good but a generalised 3d engine is better.
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| Great, great, great |
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By kraton. - Posted on September 3, 2004 - 17:18:14 (#14104)
Current version when comment was posted: 2.1 |
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please rate and vote for this app.
Thx for stephan for this to happen.
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| rename folder for terminal demos |
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By kraton. - Posted on September 2, 2004 - 03:22:30 (#14073)
Current version when comment was posted: 2.1 |
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The termainal demos did not work for me at first, but after deleting the blanks in Anti Grain Geometry Folder and renaming it to AntiGrainGeometry all the demos working here. Maybe you should try to if your path is not correct. For the svg demos you have to copy the 2 pics tiger.svg and ....svg to the demo folder so it will run.
Open the termainal type cd and go to the demo´s folder.
Use drag and drop of the path to you terminal. drag the demos in to. Some demos you have to type: svg_demo tiger.svg in order to get it work. Hope you understand this small tutorial.
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| Some comments about AGG |
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By McSeem - Posted on September 1, 2004 - 17:55:46 (#14067)
Current version when comment was posted: 2.1 |
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Hi,
I'm pleased you like my work, and many thanks to Stephan for the BeOS port. I think we'll fix the problem with current directory in demos soon. Also, I'm going to install BeOS in about a month, so, I'll be able to help Stephan support AGG for BeOS.
Pierre's editor is writen mostly in .Net and C# (using MC++ wrappers over AGG), so, it can be ported to BeOS as soon as a BeOS .Net analog is available.
Thanks again!
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| People will love this demos. |
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By kraton. - Posted on September 1, 2004 - 11:59:18 (#14060)
Current version when comment was posted: 2.1 |
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for you it seems only some little work to port the demos to BeOs, but I think, people will be able to see again what is possible with BeOs. If people see this great demos work on their BeOs machines they start to experiment with that code and they start to ask for some apps who make use of this great code. So the snowball is rolling down the hill, at least I hope so. It needs some ahh`s and some ooooh´s to get programmer interrested in doing some cool stuff for BeOs. You found this code and you give at the same time the demos and the code to the community. Most people will now recognize that there is usable c++ code already out here. Of course Maximov is generous too, giving us acces to his code. Did he heard about BeOs already?
Now is the time to let him know that we love the way he is codeing. And that his great code is working without problems on BeOs.
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| Availability |
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By stippi - Posted on September 1, 2004 - 08:06:44 (#14056)
Current version when comment was posted: 2.1 |
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AGG itself was always available to anyone interested. I have just ported the examples, not the actual engine itself (the library). As for being generous, I think Maxim Shemanarev is really generous, because he has put together something awesome, and the licence is completely free in comparison. I'm just drawing some attention to it amoung the BeOS devs, but really, my work on AGG is just porting the platform specific stuff for the examples.
Regards,
-Stephan
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| No Problem I have time |
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By kraton. - Posted on September 1, 2004 - 07:08:41 (#14055)
Current version when comment was posted: 2.1 |
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No Problem, since I cannot programm by myself. I know the code is well handled in your hands. And I will wait.
The text transform tools are still amazing. The time I saw the demos I knew from where you got your shape tool. As more I am surprised that you let all BeOs Users profit from your knowledge. That is very generous. I hope the other Users will benefit and give you feedback for your gift.
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| AGG & WonderBrush |
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By stippi - Posted on September 1, 2004 - 05:45:43 (#14052)
Current version when comment was posted: 2.1 |
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At this point, WonderBrush uses only a small subset of AGG functionality. It is mainly used for the Shape tool, and recently for transformations. I plan on integrating AGG much further, though it will only be a rendering backend. A very solid one though... As for features you see in the AGG examples, like for example the text transformed along a path... it is easy to code such an example with AGG, if you look at that code, it is actually quite little what you have to do. Integrating it into an application involves more work though, since it has to be integrated into the native existing framework, that offers undo/redo, loading and saving and other stuff. Getting this part right is always much more work than actually using a feature in AGG. So before you will see more parts in WonderBrush being based on AGG some time will likely pass.
Regards,
-Stephan
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| Amazing download and be surprised!!! |
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By kraton. - Posted on September 1, 2004 - 04:45:18 (#14047)
Current version when comment was posted: 2.1 |
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I have small understanding of programming but I tried all the examples. And all of them are working here. This is very good news. The Demos are just amazing. Font rendering is beautiful and the shape functions never seen on BeOs so far. I think many BeOs programmer will use this functions now. And then there will be many graphic apps using them.
Here I found my desired rotate tool for Wonderbrush too. And many more like gamma and transparency tools. I hope you can implement it to Wonderbrush. Im eager to see your next version of Wonderbrush. Would it after all entusiasm be possible to implement some of the tools to Wonderbrush at all?
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| Great thats the right way |
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By kraton. - Posted on September 1, 2004 - 03:00:36 (#14045)
Current version when comment was posted: 2.1 |
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Just wanna tell you about this great app, and how useful it would be for some extensions for wonderbrush. But no need anymore since it is already from you...
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| A vector graphic editor |
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By mario-pl - Posted on September 1, 2004 - 02:43:12 (#14043)
Current version when comment was posted: 2.1 |
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On the project's homepage I have found a screenshot of "A vector graphic editor of new generation by Pierre Arnaud and Daniel Roux". Will it be also ported to BeOS?
Greets.
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