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”
Graph Perf Update: 1296 chars to Region per Frame: (updated post 2x)
Continue reading “Graph Performance: 1296 Glyphs processed in ~11ms on Raspi 4b”
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 …”
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”
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”
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 …”
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”
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”
Just another little update, the 3rd, see first update and the second one for progress.
Basically one bug within the TypecastRenderer has been fixed, transforming the Glyph into our OutlineShape. Furthermore it may produce Java code to be pasted in a test class to test remaining issues. Continue reading “Graph Type Rendering Update 3”
Since my last update, I changed the Type Rendering to produce OutlineShapes in font and resolution independent font em-size units instead of font-units to be divided by unitsPerEm earlier. The UI demos have also been updated and the following screenshots demonstrate Graph UIs potential of its immersive scene UI. Continue reading “Graph Type Rendering Update 2”
After releasing JogAmp 2.4.0 (see feature/buglist), it was time to tackle an outstanding issue once again: Type Rendering. Motivation was born again by finding the most interesting feature to use Java with JOGL on Desktop, Mobile and Embedded Devices. At least for my taste, I identified this to be Graph UI, an immersive UI within the 3D scene including text and UI objects and user interaction. Continue reading “Graph Type Rendering Update 1”