Timeline for Combining raster textures with vector graphics. How can I do this? (See image)
Current License: CC BY-SA 3.0
13 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Jan 29, 2016 at 19:36 | comment | added | user78360 | Millions per frame... wow. That would be adequate actually. I went in thinking about vector graphics and how fit this together, but seems like its all triangles underneath it all. This changes a lot how I think about this now. Thank you Felsir, your responses really cleared up some important information for me and I feel really happy that my need for progress was made on this issue. Cheers! | |
Jan 29, 2016 at 19:17 | vote | accept | user78360 | ||
Jan 29, 2016 at 15:49 | comment | added | Felsir | It actually not that hacky, given that the GPU generally draws just triangles. I wouldn't worry about performance. Such a box would be about 8 triangles. Mobile games today can push a couple of thousands while desktops may push millions of triangles per frame. | |
Jan 29, 2016 at 14:37 | comment | added | user78360 | @Felsir: Using polygonal rectangles as outlines... I didn't think of that. Huh. Sounds a bit of a hacky and performance heavy way to implement that, so I'm concerned about using that technique for a very vital part of the game. Still, knowing that such an option exist is valuable on its own too. Thank you for mentioning it! : ) | |
Jan 29, 2016 at 7:34 | comment | added | Felsir | What framework do you plan to use? The answer may depend on available techniques. Since you worry if polygons can provide this: yes, a box can be near infinitely this effctively resemble a line). A rectangle outline is basically four boxes used as a line (or two boxes, one textured and one used as a cutout. Again this depends on the available engine techniques. | |
Jan 29, 2016 at 4:39 | answer | added | Kromster | timeline score: 2 | |
Jan 29, 2016 at 0:57 | comment | added | user78360 | *gah, not line edges. I meant to say line or edge width/thickness is also an important factor, that I don't know if polygons can provide. | |
Jan 29, 2016 at 0:27 | comment | added | user78360 | I want to emphasize that lines, line edges and smooth, high performance circles are very important. Can polygons handle those? My understanding is that is something only vector graphics can do. | |
Jan 28, 2016 at 17:47 | comment | added | Nils Ole Timm | Janos, you should post that or something similiar as the answer. I was going to answer the same, but it seems disingenious when you've already posted it in a comment. | |
Jan 28, 2016 at 15:56 | comment | added | János Turánszki | I think you can achieve this with any graphics API or 3D engine/framework. Your vector graphics can be created from polygons, then you map a texture onto them. | |
Jan 28, 2016 at 15:06 | review | Close votes | |||
Feb 12, 2016 at 3:05 | |||||
Jan 28, 2016 at 14:47 | review | First posts | |||
Jan 28, 2016 at 14:49 | |||||
Jan 28, 2016 at 14:44 | history | asked | user78360 | CC BY-SA 3.0 |