And probably the last of the Graph Type Rendering and UI Saga, just for today 😉 Since I started to love Type Rendering, I need to show more than just processing text into a static Graph Region. The Type Animation use case was born, having Glyphs cached on the GPU and fiddling with their modelview matrix. Something unique regarding performance and it is the core principle of the whole little GraphUI + Graph Resolution Independent Curve Rendering itself. Continue reading “GraphUI – Type Animation at your Fingertips”
Author: Sven
GraphUI – Easy to Use for your Desktop & Embedded Systems
Part of the Graph Type Rendering and UI Saga. After a few reviews & iterations cleaning up technical issues like bugs & performance, I couldn’t stop w/o simplifying the API itself. So here I will just describe the most simple UISeneDemo00 and will details others in upcoming blog entries including a rebuild API doc using Doxygen. Continue reading “GraphUI – Easy to Use for your Desktop & Embedded Systems”
GraphUI Enhanced Shape Interaction & MediaButton
Today I will add a few blog posts regarding updates in the Graph Type Rendering and UI Saga. This first one covers enhancements with user interaction. Earlier we used a scroll-wheel to translate the Shape in the Scene on its Z-axis. Now we can use a build-in 1-pointer drag-zoom, actually scaling the Shape.
Additionally, GLMediaPlayer has been enhanced to deliver a test-screen (texture image) until the stream delivers the first video packets. This allows using it at any state and removes earlier complications to code its status, i.e. whether the stream is available or not. This is used within GraphUI’s MediaButton, see video below. Continue reading “GraphUI Enhanced Shape Interaction & MediaButton”
Graph Performance: 1296 Glyphs processed in ~11ms on Raspi 4b
Graph Perf Update: 1296 chars to Region per Frame: (updated post 2x)
- RaspiPi4 11.34ms (regioned) + 5.5ms (draw)
- PC 1.93ms (regioned) + 0.28ms (draw)
Continue reading “Graph Performance: 1296 Glyphs processed in ~11ms on Raspi 4b”
Support our Open Source Work like JogAmp and Direct-BT …
After shamelessly almost agitating to check whether our work on the JogAmp project can be sustainable, trying to arouse interest and unprofessionally dropping a call on the project’s website itself, I also enabled the github sponsorship program. Direct-BT and other projects can be funded as well. Who knows, maybe this route to more visibility helps and if not, hopefully it also won’t hurt much either 🙂
Continue reading “Support our Open Source Work like JogAmp and Direct-BT …”
JogAmp’s JOGL FFmpeg Binding Update
As already demonstrated in the previous Graph UI blog, the FFmpeg binding has been properly update, now supporting version 4, 5 and the development trunk 6. Version 4 is currently used in Debian 11 and version 5 in Debian 12. Each implemented version uses the current non-deprecated FFmpeg code-path. Continue reading “JogAmp’s JOGL FFmpeg Binding Update”
Reimagine Java on Desktop & Bare-Metal Devices
The vision and reimagination is to unite forces and bring back Java UI on bare-metal embedded devices, mobile and desktop. In the lasts months and years, I have sadly seen companies revoking their commitment and trust in Java in regards to Human Machine Interface (HMI) or User Interface (UI) applications. Continue reading “Reimagine Java on Desktop & Bare-Metal Devices”
More Graph Type Rendering Updates …
Another update in the Graph Type Rendering Saga. I will use this entry to continuously add progress in the comment section. I will wrap up the remaining issues here and a layout fix for spacing. Continue reading “More Graph Type Rendering Updates …”
Graph Type Rendering Update 4
Update four in the Graph Type Rendering Saga. Here just a quick update on fixing serif font glyphs like g and æ and inner shape or holes within OutlineShape in general. Continue reading “Graph Type Rendering Update 4”
Spatial Partitioning on a Low Timebase or How to play Pong with 10 fps or Applied Path to Math
After going a bit through C++ basics with my older son, I dived into a Pacman homage to demonstrate basic Euclidian geometry. The whole game logic and details were covered in this blog. Of course, this was too big to digest in whole, so we pulled back and looked at a simple ball in freefall. Continue reading “Spatial Partitioning on a Low Timebase or How to play Pong with 10 fps or Applied Path to Math”