snapshot
prepare opened this issue · 7 comments
pic 1: GLFW +SKIA (Native Windows / No WinForm/ No System.Drawing)
(https://github.com/prepare/PixelFarm-dev/tree/master/a_mini/projects/Tests/TestGLES_SKIA_GLFW)
pic 2: GLFW +GLES2 (Native Windows / No WinForm/ No System.Drawing)
(1) load img with managed loader(https://github.com/PaintLab/ImgCodec), render to GL canvas
(2) load img, pass to GLES2 shader (Blur shader) then render to GL canvas
(https://github.com/prepare/PixelFarm-dev/tree/master/a_mini/projects/Tests/TestGLES_SKIA_GLFW)
pic 1: WinForm, Skia GL Canvas surface
(https://github.com/prepare/PixelFarm-dev/tree/master/a_mini/projects/Tests/TestSkia1)
pic 2: WinForm, Skia Memory surface
(https://github.com/prepare/PixelFarm-dev/tree/master/a_mini/projects/Tests/TestSkia1)
Angle's GLES2 (https://github.com/google/angle)
Test Application : Color Blender
(ported from ColorBlender, https://github.com/wieslawsoltes/ColorBlender)
Glyphs generated by our Typography lib(https://github.com/LayoutFarm/Typography)
pic 1: GLES2 canvas, lcd-effect-stecil-based texture glyph
Zoom on the text.
pic 2: show lcd-effect-stencil-based texture
With TrueType Hinting + SubPixelRendering + Lcd Effect
(left) GLES2 on Angle (Hardware rendering) vs (right) GLES2 on Google's Swift Shader (Software-based GLES2 impl)
pic 3: (left) Angle vs (right) ShiftShader
Ghostscript's Tiger.svg
(https://commons.wikimedia.org/wiki/File:Ghostscript_Tiger.svg)
pic 1: PixelFarm's Agg (1) vs Chrome (2)
pic 2: Agg's result, bitmap zoom-in to see fine details