github.com/Geolm/mjpegw
Like jo_mpeg, but MJPEG gives higher quality (larger files).
• 3-function API
• No dependencies
• No audio
• Plays in ffmpeg & VLC
Huge thanks to Tiny-JPEG for the JPEG part.
github.com/Geolm/mjpegw
Like jo_mpeg, but MJPEG gives higher quality (larger files).
• 3-function API
• No dependencies
• No audio
• Plays in ffmpeg & VLC
Huge thanks to Tiny-JPEG for the JPEG part.
One .c/.h pair, no deps, no malloc
GPU-ready output
Zigzag + delta + popcount/dictionary tricks
Tested
Perfect for games, procedural assets, streaming textures.
github.com/Geolm/bc_cru...
One .c/.h pair, no deps, no malloc
GPU-ready output
Zigzag + delta + popcount/dictionary tricks
Tested
Perfect for games, procedural assets, streaming textures.
github.com/Geolm/bc_cru...
You can have look at the code and documentation here:
github.com/Geolm/onedraw
You can have look at the code and documentation here:
github.com/Geolm/onedraw
Blue: straight lines (oriented box SDF)
Green: “pie” caps connecting lines
Red: arcs
Faster than a full bezier SDF, though tricky with large stroke widths.
All done with my open-source GPU renderer github.com/Geolm/onedraw
Blue: straight lines (oriented box SDF)
Green: “pie” caps connecting lines
Red: arcs
Faster than a full bezier SDF, though tricky with large stroke widths.
All done with my open-source GPU renderer github.com/Geolm/onedraw
Check out the overview here: github.com/Geolm/onedra...
If you're interested, here's the repo URL:
github.com/Geolm/onedraw
#GPU #2DGraphics #OpenSource #Metal #Rendering
Check out the overview here: github.com/Geolm/onedra...
If you're interested, here's the repo URL:
github.com/Geolm/onedraw
#GPU #2DGraphics #OpenSource #Metal #Rendering
Looking for early testers for onedraw, my GPU-driven 2D renderer built with Metal. Feedback before release would be super appreciated 🙏
github.com/Geolm/onedraw#Metala#GPUDrivenen
Looking for early testers for onedraw, my GPU-driven 2D renderer built with Metal. Feedback before release would be super appreciated 🙏
github.com/Geolm/onedraw#Metala#GPUDrivenen
All alpha blending is computed in-shader.
Everything on screen (UI, text, shapes, etc.) is drawn in a single pass, writing only opaque pixels.
1440p @ 5.43 ms on an M1 Pro
#Metal #Rendering #SDF
All alpha blending is computed in-shader.
Everything on screen (UI, text, shapes, etc.) is drawn in a single pass, writing only opaque pixels.
1440p @ 5.43 ms on an M1 Pro
#Metal #Rendering #SDF
#C99 #gamedev #opensource #UI #leanUI
#C99 #gamedev #opensource #UI #leanUI