Re: xfree will be the best....
Marco Bubke <[email protected]>
| Newsgroups | gmane.comp.xfree86.forum |
|---|---|
| Message-ID | <[email protected]> |
Allen Akin wrote: >On Sun, Apr 06, 2003 at 10:24:48PM +0200, Marco Bubke wrote: >| Allen Akin wrote: >| >| >Other very interesting questions include whether hinting can be >| >implemented by vertex programs, and whether performance/quality can be >| >enhanced by breaking glyphs into curve-bounded "trapezoids" that can be >| >processed by vertex programs or evaluators without triangulation by the >| >host CPU. >| > >| > >| There are AFAIK not very much GPU's(Geforce 3/4) outwhere which are >| doing elevators in hardware. And you can't use vertex array for elevators. > >It's true that evaluators tend to be accelerated only on high-end >hardware. I thought NVIDIA had released an extension for curve and >surface acceleration that was intended to replace evaluators on consumer >hardware, but I can't find it at the moment. > > AFAIK its removed on NV30. >It doesn't matter for this situation, though. All you need to do is put >the control points in parameter registers, then feed the parametric >coordinate to the vertex program using vertex arrays or any other method >of your choice. Then a simple computation in the vertex program >generates the points along the edge curves. Generate them alternately >(first one edge, then the other) and you've got a triangle strip. > >I should emphasize that I don't *know* this will work; I just think it's >worth the experiment. It would be a good project for someone wanting to >learn more about vertex programming. > > I must admit that I don't know the vertex program extension(I'm to lazy to learn assembler) only glslang. It sounds interesting but I'm not sure there is a advantage to do it on the GPU. If you do it you should use IMHO render to texture for caching. Is the glyth rendering a bottleneck? Marco