Can you say how the it's similar and how it's different to superficially similar sounding work?
(1) https://github.com/linebender/vello , dual Apache/MIT, by Raph Levien et al
(2) https://sluglibrary.com/ , proprietary, by Eric Lengyel (Terathon)
It uses this "personal use zlib license" And So earlier it was actually licensed under the zlib license which I think of as in something similar to the MIT license (I think, I am not a lawyer)
My issue with this is that the personal use zlib license to me feels like its made up by the author, and that you need to contact the author for a commerical license?
At this point, he should've just used something like a dual license with AGPL + commerical license.
Honestly, I get it, I also wish that there was some osi compliant that made open source make sense as a developer as open source is a really weak chain in this economy and I get it, but such licenses basically make your project only source available.
I have nothing wrong with that and honestly just wanted this to be discussed here. I had a blast looking at all the licenses in wikipedia or opensource.com website. Artistic license seems really cool if you want relicense or something. I am looking more into it. I genuinely wish if something like sspl could've been considered open source as it doesn't impact 90% of users and only something like aws/big tech.
Always neat to see this kind of stuff however. Very cool.
AMA ;-)
Consider modern C++ practices as outlined here: https://github.com/cpp-best-practices/cppbestpractices/blob/...
without having looked at your particular shader code, I can only imagine the horrors and countless of hours that went into writing and debugging the shader code...
Which OpenGL and GLSL versions are you targeting?
I've been thinking about possibly prototyping integrating an SVG renderer into my game engine that would rasterize the textures from .svg files on content load. Would offer some benefits of improved packing and better scaling and resolution independence. Using an GPU based solution would offer the benefit of being able to skip the whole "rasterize on CPU then upload" dance but just rasterize directly into a texture render target in some FBO and then use the texture later on. That being said CPU based solution is definitely easier and more bullet proof ;-)
https://developer.download.nvidia.com/assets/gamedev/files/N...
and this:
https://developer.nvidia.com/nv-path-rendering-videos
The faq points 30 & 31 say it use multisampling (up to 32 samples per pixel) for AA, and the winding at each sample is calculated analytically from the curve.
From other searching, it seems no other vendor supports that extension.
@mindbrix does it blend colors in linear space/are colors linearized internally?
If this was to cone to Linux what would you recommend, OpenGL, Vulkan or something else ?