piet-metal
Languages and libraries
graphics rendering library
SHOW HN2019
How HN took it
4 positive, 23 neutral or asking, 0 mixed, 2 critical, out of 29 comments about the project. Thread score +0.06.
Idea: 3 for, 0 againstDocs: 1 for, 1 againstExecution: 0 for, 1 against
The thread, comment by comment
Each row is a top-level comment and its replies, in HN's order. Select a cell to open that comment on HN.
positive neutral or mixed critical about another commenter or something else the maker
What HN said
What people liked
Interesting work on GPU vector rendering and analytic antialiasing
From 2 comments
Impressive work, Raph! As I'm sure everyone knows by now, the PostScript imaging model is hard to make work on the GPU, and its traditional geometry pipeline isn't suited well…
Jasper_ on HN> its traditional geometry pipeline isn't suited well for curves or analytic coverage-based AA I actually don't agree with this: Pathfinder shows that analytic AA works quite…
pcwalton on HN
Objections
Rendering without oversampling can give wrong antialiasing at overlapping edges
From 2 comments
> I’m particularly interested in the rendering quality. Shouldn't the rendering be done using oversampling? E.g. instead of 100x100, you render on 400x400, then scale back down…
amelius on HNIt is true that is more correct (see https://github.com/pcwalton/pathfinder/issues/142). But my motivation is much more user interface than document rendering, so it's quite…
raphlinus on HN
Layer-based compositing as in Flutter hurts performance
From 1 comment
> and many people believe that damage regions are obsolete Old-style damage regions are obsolete. But new-style ones leveraging buffer age & swap-with-damage are not. Vulkan…
kllrnohj on HN
Requests
Include video or visual demos
From 1 comment
"graphics" and then no video :(
malms on HN
Questions
Could ray tracing hardware or SDF approaches help 2D rendering
From 2 comments
> Well known to game developers, what is efficient on GPU is a structure-of-arrays approach. In particular, the tiling phase spends a lot of time looking at bounding boxes, to…
dahart on HNDistance fields are great! What do you think an alternative to PostScript's imaging model (Porter/Duff) formulated in terms of signed distance fields would be like? Much of…
DonHopkins on HN
Alternatives named
Pathfinder
From 2 comments
> its traditional geometry pipeline isn't suited well for curves or analytic coverage-based AA I actually don't agree with this: Pathfinder shows that analytic AA works quite…
pcwalton on HNThat's tessellation, and it is one approach to vector graphics on GPU. Unfortunately, it's difficult to implement (floating point/fixed point error will frequently ruin your day)…
pcwalton on HN
WebRender
From 1 comment
Patrick is of course right here, macOS isn't quite like Flutter because it basically always texturizes, although ultimately this is under control of the programmers. And perhaps…
raphlinus on HN
Flutter
From 1 comment
> and many people believe that damage regions are obsolete Old-style damage regions are obsolete. But new-style ones leveraging buffer age & swap-with-damage are not. Vulkan…
kllrnohj on HN
Defold
From 1 comment
Defold might be an option. https://www.defold.com/
jra101 on HN