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by danlcaza
545 days ago
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Modern 3D rendering APIs (like Metal, D3D12 and Vulkan and D3D11 to some extent) offer far more flexibility than the traditional triangles-and-materials approach.
Rendering in Brisk leverages complex shaders that directly process drawing commands on GPU, avoiding the intermediate step of converting them into a list of triangles. For text rendering, Brisk uses FreeType to render glyphs on the CPU and caches these glyphs in a GPU-accessible texture, which is reused for improved performance. This approach is common among GUI toolkits for handling graphics and fonts. In addition to this, Brisk employs SDF (signed distance field) graphics wherever possible, which are entirely computed in shaders. |
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