Tomasz Wlostowski kirjoitti 24.10.2018 klo 17.04:
> On 24/10/2018 13:32, Jeff Young wrote:
>> If the pixel snapping happens in the shader then ERC wouldn’t know about it. 
>>  We just have to make sure that the snap direction is uniform so we don’t 
>> end up with visual mismatches between wires & pins (for instance).
> 
> I'll have a look at it.
> 
> T.

The pixel fitting has to be applied to global coordinate system as it is
scaled to display and back, not just per item. I had a brief discussion
with Gschem renderer author when the thing was new, somewhere between
2008–2012. He used some neat tricks, so maybe have a look at the code.

Some hopefully related links follow:

[1] https://github.com/rougier/gl-agg
[2] http://jcgt.org/published/0002/02/08/paper.pdf
[3] http://www.hpl.hp.com/techreports/Compaq-DEC/WRL-98-2.pdf
[4] https://github.com/memononen/nanovg
[5] https://www.shadertoy.com/view/ltcBzj
[6] http://vispy.org/

After playing with the last one and GnuRadio my impression is that
Python_guitoolkitofchoice, OpenGL view, and C++ processing might be the
most productive combo regarding lines of code, performance and developer
base. If we are providing a python (GUI) scripting interface anyway, why
not draw the slow main menus and GUI buttons as well?

-Vesa

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