[squeak-dev] We need to talk about graphics

karl ramberg karlramberg at gmail.com
Thu Jul 2 08:22:26 UTC 2020


On Mon, Jun 29, 2020 at 5:01 AM Jecel Assumpcao Jr <jecel at merlintec.com>
wrote:

> Tim Rowledge wrote on Sun, 28 Jun 2020 17:53:21 -0700
> > Seriously. We've been sitting around twiddling thumbs about better
> graphics for decades now.
> >
> > We had Balloon2D & 3D.
> > We had 'Pooh graphics' to do vector forms.
> > We have some excellent stuff being done by the Cuis crew.
> > We have some amazing ideas from Nile/Gezira.
> > We have a number of potential 3rd party graphics libraries we might
> adopt.
> > We have an advanced JIT that could be used to make on-demand graphics
> routines either on their own or working with pretty much any of the above.
> > We probably have other options I've not even heard of.
>
> You didn't mention the original BitBlt and WarpBlit, which is
> understandable if your focus is on vector graphics.
>
> > Maybe we should actually do something? Can we at least talk about it?
>
> Though the survey I did for the Board pointed to OpenGL ES as our best
> option (at the time, things have changed since), it is not something I
> personally like. I want something that is not a black box so I can
> single step from the highest level to individual pixels when debugging
> issues.


I have the same  thoughts on this.
Faster, smoother graphics would be really good.
At the same time I like access to everything within the image.




Best,
Karl



> But I also want it to take advantage of all available resources
> (including GPUs, extra processors) by translating debugged code into
> something else. I just don't want to debug in that something else, which
> would be the case for OpenGL ES shaders.
>
> Nile/Gezira + JIT would be my vote, but it has been planned for a long
> time and, as far as I know, is not happening right now.
>
> -- Jecel
>
>
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