Archive for April, 2012
More text stuff.
Here’s a sample of text rendering in Gorgon 2.0 (Dorian). It’s rendering 16,019 characters, animated with shadowing (which doubles the character count), plus the FPS counter. When it renders the text, it renders with kerning information (provided the font has any) so the output should be properly spaced. And while it’s doing this, it’s scaling [...]
In: Programming · Tagged with: .NET, 2D, Animation, Direct3D, Gorgon - My 2D graphics library, Graphics, Kerning
Gorgon v1.x – Visual Studio 2010
I’m updating the solution and projects for Gorgon 1.x in the Subversion respository to use Visual Studio 10 . The current binary release still uses Visual Studio 2008 and will continue to do so until a new release is put up. If you are freaking out over this because it’ll somehow be the end of [...]
In: Programming · Tagged with: Gorgon - My 2D graphics library, Hate, Visual Studio
Text output and Fonts
Sweet merciful fuck. That was painful. I just spent the last 4 evenings/nights writing Gorgon’s font system and it was not fun. And, of course, I’m still nowhere near done (still have to create the TextSprite object, and other the font effects like gradients and GDI+ image brushes). But, I got it working. Not only [...]
In: Programming · Tagged with: 2D, C#, Direct3D, DrawString, fonts, GDI+, Gorgon - My 2D graphics library, Graphics, Kerning, text
Yet more shaders
Here’s another bundled effect, the Gaussian Blur shader: If you see any stuttering, blame Fraps, I was getting over 1000 FPS while it was blurring and running.
In: Programming · Tagged with: .NET, 2D, C#, Direct3D, Gorgon - My 2D graphics library, Graphics, HLSL, Shaders
Gorgon Shaders
So I got custom shaders up and running in Gorgon 2.0. The new version has always had shader ability because it’s using Direct3D 11, so it’s required to use them. However, up until now the shader code has been hardcoded to use 3 default shaders. But after today, there’s an ability to use customized shaders: [...]
