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Rendering shapes

Started by bitshit Aug 8, 2007 at 2:22 AM 1 replies 1.2k views
Original Post
bitshit
bitshit
Hi, I was wondering how applications like amithvg (http://www.amanithvg.com/) render vector graphics using the gpu? I heard this is usually done by triangulizing the shapes... but wouldn't this be overkill for dynamic (changing) shapes? As for fast changing shapes (or when zooming in on them) they should be triangulized every frame...
mrcheesewheel
mrcheesewheel
Well that program you linked say that they have a caching system so that the triangulations are only recalculated as required (due to sufficient change in zoom/shape etc). I'd guess that for a dynamic shape retriangulating becomes necessary in almost all cases, as to resolve the changing local curvature appropriately requires varying degrees of triangle density. Also why you zoom, the triangulation density (at the edges) to resolve the detail to an appropriate level for the viewport is again necessary. Presumably there is a range for each parameter that is permissible... and that's what the caching system is for. Also if the object is simply flipped/rotate, no retriangulation is necessary.
Hope this helps,

Dan
bitshit
bitshit
I recently read this post: http://www.gamedev.net/community/forums/topic.asp?topic_id=459301

And wondered if geometry shaders could make a difference here? Triangulation of SVG shapes could be done entirely on the GPU (instead on the CPU) this way?

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