#skiasharp
So I've gone thru the process of installing Skiasharp I THOUGHT, but it's still not working. I feel like i'm missing some step to get these files into the /vintagestory/server/Lib directory
January 18, 2026 at 12:02 AM
CPU based pseudo 3D rendering in the SkiaSharp and Avalonia and its very fast?
January 14, 2026 at 9:08 PM
So did you know you can do 3D rendering in the SkiaSharp?
January 14, 2026 at 8:11 PM
Rich Text rendering and editing control for Avalonia using SkiaSharp rendering. Its just the beginning.
January 11, 2026 at 10:35 AM
My Rich Text control for Avalonia powered by SkiaSharp showcasing basic text editing capabilities
January 9, 2026 at 9:13 PM
Rich Text Control on steroids for Avalonia (and other UI frameworks) based on SkiaSharp rendering engine
January 6, 2026 at 7:33 PM
Sneak peek rich editing and rendering for Avalonia powered by SkiaSharp. More to come.
January 6, 2026 at 10:29 AM
Image Classification in C# with TorchSharp. Check the readme for my thoughts on TorchSharp vs CSnakes and PyTorch. Spoiler, TorchSharp is better.
github.com/PhasonMatrix...

#CSharp #Dotnet #PyTorch #ML #Avalonia #SkiaSharp
GitHub - PhasonMatrix/TorchSharpFlowerClassifier: Demo - TorchSharp image classification
Demo - TorchSharp image classification. Contribute to PhasonMatrix/TorchSharpFlowerClassifier development by creating an account on GitHub.
github.com
January 4, 2026 at 8:32 AM
C#'s interoperability with C++ is one of the reasons I love the language. Not because I use it directly but because it powers the libraries I love, like SkiaSharp, CSnakes and TorchSharp.
December 17, 2025 at 7:01 AM
I don't actually have an image processing library yet...but I do have a byte array...so the robot made the BlurImage node for me (and it uses a SkiaSharp shader internally, so maybe it's even happening on the GPU...tbh I don't actually know!)
December 16, 2025 at 4:45 PM
Attempting to port the orienteering course setting program PurplePen (.net/WPF based) to Linux.

So far it uses a new Avalonia UI base and it looks like that I have gotten the underlying libraries to both compile and work.
December 15, 2025 at 10:27 AM
We're kicking off 12 Days of Uno Platform Studio AI

12 x-plat builds in 12 days — scaffolded with Uno MCPs, tuned with Hot Design, all in #dotnet

Day 1/12:
3D Fibonacci sphere – SkiaSharp rendering, custom projection + depth sorting, Fibonacci point layout, drag-to-rotate, zoom, wobble and trails
December 2, 2025 at 8:18 PM
SkiaSharp、PDF同士の結合も白紙追加もできるっぽだし、ページ番号挿入もQiitaで記事でてきたし、フォント埋め込みもできそうだから結構本気でいけるんじゃないの
November 30, 2025 at 2:34 PM
Matrix-style digital rain transition with mouse-driven physics (C# + SkiaSharp) https://old.reddit.com/r/dotnet/comments/1p7hwjy/matrixstyle_digital_rain_transition_with/

#dotnet
November 26, 2025 at 8:04 PM
Just release high-performance (MT, SIMD) .NET bindings for the Vello Sparse Strips CPU renderer for 2D vector graphics with Avalonia integration support with comparable or better performance then SkiaSharp github.com/wieslawsolte...
GitHub - wieslawsoltes/SparseStrips: Vello Sparse Strips .NET Bindings
Vello Sparse Strips .NET Bindings. Contribute to wieslawsoltes/SparseStrips development by creating an account on GitHub.
github.com
November 4, 2025 at 9:19 PM
Rendering 100000 complex vector shapes with basically zero allocations in managed .NET code using Vello CPU almost 2x performance of SkiaSharp only on CPU https://old.reddit.com/r/csharp/comments/1ol0irw/rendering_100000_complex_vector_shapes_with/

#csharp #dotnet
November 2, 2025 at 5:43 PM
For reference SkiaSharp is about 6 FPS in this example, that's 10x improvement
November 1, 2025 at 9:09 PM
Rendering 100000 complex vector shapes with basically zero allocations in managed .NET code using Vello CPU almost 2x performance of SkiaSharp only on CPU https://old.reddit.com/r/dotnet/comments/1ol0j3w/rendering_100000_complex_vector_shapes_with/

#dotnet
October 31, 2025 at 5:24 PM
Rendering 100000 complex vector shapes with basically zero allocations in managed .NET code using Vello CPU almost 2x performance of SkiaSharp only on CPU https://old.reddit.com/r/csharp/comments/1ol0irw/rendering_100000_complex_vector_shapes_with/

#csharp #dotnet
October 31, 2025 at 5:23 PM
Using the SkiaSharp graphics library in .NET The news that the .NET UI framework Uno Platform project would be upstreaming features and fixes into the core multiplatform .NET libraries makes a lot ...

#Cloud

Origin | Interest | Match
Using the SkiaSharp graphics library in .NET
The news that the .NET UI framework Uno Platform project would be upstreaming features and fixes into the core multiplatform .NET libraries makes a lot of sense. The open source project has been working on cross-device .NET features for some time now, and deeper involvement with Microsoft on elements of .NET MAUI for Android and iOS builds on that existing relationship. One of the interesting parts of the announcement was the news that Uno would begin co-maintaining the SkiaSharp project with Microsoft. This project is an important part of delivering cross-platform, portable .NET code, but most people don’t know about it as it’s part of the plumbing and hidden underneath libraries and components. So, what is SkiaSharp and how can you use it in your own code? ## Introducing SkiaSharp Originally developed by Skia before being bought by Google in 2005, the once-proprietary 2D graphics library was released under a BSD license in 2008. Since then, the project has become a key element of many open source graphics systems, used in the Chromium browser engine, Mozilla’s tools, and Libre Office. In Windows development, both Uno and Avalonia use it as a cross-platform drawing engine, helping your code work on desktop and on mobile devices. Versions are available for most common operating systems, including Windows, iOS, macOS, Linux, and Android. The Skia 2D graphics library focuses on drawing and targeting most of the common back ends. As it is used as a common abstraction for different graphics APIs, it’s an ideal technology to help deliver cross-platform graphics operations, allowing code to produce the same visual output no matter the underlying display technology. If you’re building C++ applications, you can work with a suitable port of Skia directly. But most of us use higher-level programming languages, like C#, along with cross-platform tools like Microsoft’s MAUI (Multi-platform App UI) to build applications that work on our choice of target environments. What’s needed is a way to use Skia from .NET, hence the SkiaSharp project. SkiaSharp is currently lagging the Google build of Skia significantly and is based on the M118 build. This is currently about two years old, and while it still supports most of the requirements of .NET development, catching up with features would be good. Having extra eyes on pull requests and a focus on new technologies, like WebAssembly multitasking, should help move the platform forward and speed up development. ## The foundations of .NET UI Originally part of the Mono repository (and so used by Mono-based platforms like Xamarin), SkiaSharp gives you cross-platform bindings for various builds of the .NET platform with support for key technologies like WebAssembly and WinUI 3. Much of the time, this means you won’t be directly calling it; instead, you’re using a framework that has SkiaSharp render XAML components for you. However, at times you need to get into the plumbing and build your own 2D graphics layer alongside familiar UI components. Perhaps you need a custom control that isn’t available, or you want to render images generated by, say, a CAD package or the output of a scientific computing application like a finite-element analysis mesh. ## SkiaSharp and Linux Like most .NET tools, SkiaSharp is available from NuGet, and can be installed from the .NET CLI. The development team takes care to point out that one library doesn’t fit all Linux distributions, and there are several official and community packages for specific target distributions and for x64 and Arm. In practice, the core official Linux native package will work for popular Linuxes like Ubuntu, and the GitHub distribution provides tools to help you build your own releases on unsupported distributions. The SkiaSharp team has a mechanism for promoting community builds to the main release, based on popularity. Building your own Linux tool requires cloning a couple of GitHub repositories from Mono and Google. A script ensures you have the right dependencies installed, and the library is compiled and built using the Ninja build tools. You can customize builds using arguments, for example, producing a C library rather than C++, or a version that doesn’t use a GPU. ## Writing SkiaSharp code You can find details of the SkiaSharp namespace on Microsoft Learn. Like most low-level libraries, there are a lot of classes; however, the basic approach to using SkiaSharp in your code is very similar to working with JavaScript’s 2D drawing tools, starting with a surface that hosts a canvas, where you then draw or render an image. Looking at the namespace is more than a little intimidating, but using it in frameworks like MAUI is a lot easier than it first appears. Outside the base NuGet package, there are other higher-level packages that simplify working with SkiaSharp. If you’re using MAUI, use the `SkiaSharp.Views.Maui.Controls` package. NuGet will install required dependencies when you install it through Visual Studio. You can now add the `UseSkiaSharp `method on a `MauiAppBuilder `object to start using its tools. Once you have enabled SkiaSharp, your next step is to add a canvas to a page. By default, this fills the page, but you can use it in conjunction with other .NET controls using a XAML page description to lay out the controls. You can now add a drawing surface to the canvas, which holds the details of your 2D image. This can be a blank drawing surface or a pre-existing bitmap. Once you have a canvas, call the clear method on it to fill the canvas with your choice of color (the default is transparent). ## Drawing on a SkiaSharp canvas You can draw on the canvas with a paint object with a style and a color. Styles have associated parameters. For example, if you’re drawing a line with a stroke, you can choose the width of the line. Other options are a fill or a stroke and fill (which draws a line and fills its interior with a block of color). With the canvas in place, you’re able to use SkiaSharp’s drawing primitives to add common shapes, like circles or rectangles. Other options support features like anti-aliasing, smoothing curves as needed. SkiaSharp has its own coordinate system, which may differ from that used by your choice of framework. It uses pixel-based measurements, so you will need to apply conversions to ensure that drawings are device-independent, using the canvas’ size property. SkiaSharp’s low-level paint tools can animate images, redrawing them in different positions and with different colors. The development team recommends freeing up resources after each animation cycle, as doing it manually can be quicker than using .NET’s garbage collector. ## Beyond shapes Similar tools can render text on a canvas, painting the text in a chosen font, color, and size. Text is a graphical object like any other, so you can use the drawing tools to add special effects, such as only drawing text outlines. SkiaSharp can render bitmaps, with options for downloading, storing in local resource bundles as part of an application, or from the device directly. Again, you need your own scaling tools to display the image appropriately on the canvas. Along with drawing primitives, there’s support for transforms that can help draw complex shapes from simple components. These allow you to move, scale, and rotate parts of a canvas. Other, more complex functions add effects that include color filters, alpha channel masks, blends, and shaders. Layering different effects and transformations on drawings and bitmaps gives you a lot of options, so you need a tool to help experiment with them. ## Experimenting with Skia on the web I wasn’t able to find a way to experiment directly with SkiaSharp code, though the Google Skia site provides a basic sandbox environment that mixes a web-based canvas with a REPL. Here you can write C++ Skia code and try out its options with a set of named “Fiddles” that provide sample operations that can easily be translated to .NET and to SkiaSharp. Treating SkiaSharp like any other drawing API gives you plenty of flexibility, though it does require providing your own code for scaling to ensure images and text aren’t distorted. That’s to be expected, as it works at a much lower level than laying out controls on a XAML canvas. Here you’re doing all the work that WinUI 3 or Uno does for you, but building your own custom visualizations and controls, extending the platform the way you want and not having to rely on controls that don’t do what you need.
www.azalio.io
October 24, 2025 at 12:51 PM
The ISkiaSharpApiLeaseFeature Avalonia custom drawing in my Vello Avalonia platform now works on top of VelloSharp + SkiaSharp shim without real SkiaSharp or Avalonia.Skia, you can start porting your heavy SkiaSharp + Avalonia apps without single line of code change and
October 19, 2025 at 9:17 AM
VelloSharp rendering platform for Avalonia showcasing RenderDemo from Avalonia running on top of vello without SkiaSharp ! github.com/wieslawsolte...
October 18, 2025 at 11:25 PM
📣Big news:
UnoPlatform is officially teaming up with Microsoft. First up with .NET 10 RC2 - partnering with .NET MAUI to keep .NET for Android aligned with Android 16. Next: co-maintain SkiaSharp, enable WASM multithreading, plus lots more! #dotnet

hubs.li/Q03NWkyJ0
Announcing Uno Platform and Microsoft .NET team Collaboration
Announcing the partnership between Uno Platform and Microsoft’s .NET team: deeper collaboration, key contributions to .NET MAUI, SkiaSharp, and more.
hubs.li
October 16, 2025 at 2:48 PM
CustomDrawingAvaloniaExamples is a .NET 9 desktop solution that demonstrates advanced custom drawing techniques in Avalonia using SkiaSharp github.com/wieslawsolte...
October 15, 2025 at 1:13 PM
The SkiaSharp shim enables controlled migration: teams can validate visual parity, reuse established tooling, and adopt Vello incrementally while maintaining pixel accuracy.
October 11, 2025 at 9:59 PM