openvg rasterization

Couldn't that easily be circumvented by rendering the shape to a texture until the shape changes? Much like caching different LOD versions of tesselated shapes...
Yuck! And what happens when you apply a transform to your object? The triangulated data could also be an order of magnitude smaller than a texture map.
True, but if this stencilbased method is faster I would like to keep the tesselation as a fallback solution for cards that dont support it.
Of course, use whatever is faster but I was just pointing out that sometimes there is no option.
 
Yuck! And what happens when you apply a transform to your object?

Rotation and zooming could be applied on the quad exactly like you'd do on the tesselated mesh? When the shape's quality would degrade (for certain transforms or zooming beond an acceptable level) you just re-render to the texture (tesselation would have the same issue when zooming in beyond a certain threshold)

The triangulated data could also be an order of magnitude smaller than a texture map.

But for fonts (texts) you have to use geometry instancing to keep things efficient, which isn't available on all graphics cards neither.

Of course, use whatever is faster but I was just pointing out that sometimes there is no option.

Unfortunatly there isnt a whole lot of info to be found on that, so I've got to milk this thread for what its worth ;) I hope someone with handson expirience on both techniques could tell me more about that...
 
Back
Top