This should be easily implemented by using LineTo.
As per our talk on slack, I propose we could port Allegro's triangulator to Go,
(https://github.com/liballeg/allegro5/blob/master/addons/primitives/triangulator.c),
then implement the same functions as the allegro primitives, ported to Go. These are based on triangulations as well. The API is: https://www.allegro.cc/manual/5/primitives.html
Thank you for the info! Please give some time to consider since I don't have enough bandwidth...
ArcToBezierCurveTo to CubicTo?QuadraticCurveTo to QuadTo?ConicTo? (See https://docs.microsoft.com/en-us/xamarin/xamarin-forms/user-interface/graphics/skiasharp/curves/beziers#the-conic-b%C3%A9zier-curve)https://skia.org/user/api/SkPath_Reference#SkPath_arcTo
An arc is represented as a conic Bezier curve. Interesting.
arcTo appends at most one Line and one conic. arcTo implements the functionality of PostScript arct and HTML Canvas arcTo.
any news?
There is a 'vector' package and an example using it.
The API is still unstable.
Now vector has Path and you can add segments by LineTo, QuadTo and CubicTo. They are similar to Skia's functions. The path can also be filled with a solid color. ConicTo does not exist yet.
https://github.com/google/skia/blob/master/src/core/SkPath.cpp I'm referring Skia implementation to add more user-friendly functions like arcTo. It would take more time than I expected and I'll do this in the next milestone maybe...
In the meantime, if anyone wants vectors (and they aren't rendered/updated on every frame) they can use https://github.com/fogleman/gg to render into a texture, and then create a new *ebiten.Image from it. If the shapes need to be dynamic, you could use a "is dirty" pattern: http://gameprogrammingpatterns.com/dirty-flag.html
Is this still ongoing or was it closed by #1111 or PRs that are related to that
This is not related to #1111. I don't have enough bandwidth to work on this now.
I'm busy with porting Ebiten to Switch and fixing audio issues for v2.1.0. Let me change the milestone.
Do you mean the Nintendo Switch? That's great news! 🙂
Op za 16 jan. 2021 13:45 schreef Hajime Hoshi notifications@github.com:
I'm busy with porting Ebiten to Switch and fixing audio issues for v2.1.0.
Let me change the milestone.—
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Yes :-)
Wonderful! Please document it well, I would love to port my puzzle game to
the Switch.
Op za 16 jan. 2021 18:17 schreef Hajime Hoshi notifications@github.com:
Yes :-)
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Of course we're preparing documentations, but unfortunately I cannot make the document public due to the NDA.
Note to myself: how to render vector graphics with GPU:
Most helpful comment
In the meantime, if anyone wants vectors (and they aren't rendered/updated on every frame) they can use https://github.com/fogleman/gg to render into a texture, and then create a new
*ebiten.Imagefrom it. If the shapes need to be dynamic, you could use a "is dirty" pattern: http://gameprogrammingpatterns.com/dirty-flag.html