« Edwards debates Mr. Burns! | Main | really nice t-shirts from shirtssogood.com »

Anti-Grain Geometry -

Anti-Grain Geometry - is a super-platform-independent rendering engine for C++.

I'm in LOVE.

Have I mentioned that I'm in LOVE? Cross-platform C++ anti-aliased graphics. Really cross-platform! like G3D!

This fits into the saga -- I'm trying to dynamicly generate textures based on a simulation of fluid flow, to make a cutting plane with a painterly representation. I want an imaging library... and I want to be able to develop on windows and linux. Nothing else will do.

Meanwhile, I'm also trying to get GLSL going on my tablet. This is apparently a bit tricky. I'm kind of going in two directions at once: I could work on getting GLSL going on my tablet, and go straight to writing a shader to generate a texture dynamicly, or I could first generate the texture traditionally -- on the CPU, not the GPU. I imagine debugging will be much easier if I develop on the CPU first.

I am having SO MUCH FUN. I am doing this because it DELIGHTS me! I made a rake in VR today -- a streamline generating rake. In 1992 I helped one of the graphics group members by typing for him when his wrists were giving out -- he was working on building a streamline-generating rake for analyzing fluid flow around the space shuttle. Now I'm doing it myself.

Reader Comments (1)

What's the performance like? Are you happy with speed?

10.4.2004 at 10:39 AM | Unregistered Commentermetamerist

PostPost a New Comment

Enter your information below to add a new comment.

My response is on my own website »
Author Email (optional):
Author URL (optional):
Some HTML allowed: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <code> <em> <i> <strike> <strong>