A note on Metal shader converter
More from Raph Levien’s blog
Finding the optimal Bézier path to fit some source curve is, surprisingly, not yet a completely solved problem. Previous posts have given good solutions for specific instances: Fitting cubic Bézier curves primarily addressed Euler spirals (which are very smooth), while Parallel curves of cubic Béziers rendered parallel curves. In this post, I...
Note to readers: this is an April Fools post, intended to satirize bad arguments made against Rust. I have mixed feelings about it now, as I think people who understood the context appreciated the humor, but some people were confused. That’s partly because it’s written in a very persuasive style, and I mixed in some good points. For a good...
Vello is a new GPU accelerated renderer for 2D graphics that relies heavily on compute shaders for its operation. (It was formerly known as piet-gpu, but we renamed it recently because it is no longer based on the [Piet] render context abstraction, and has been substantially rewritten). As such, it depends heavily on having good infrastructure...
This post reflects a bit on 2022 and contains wishes for 2023. It mixes project and technical stuff, which I write about fairly frequently, and more personal reflections, which I don’t.
There’s a lot of new interest in open source text layout projects, including cosmic-text, and the parley work being done by Chad Brokaw. I’m hopeful we’ll get a good Rust solution soon.