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Trying to build on Ubuntu 19 #62
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@profK , Could you post some error messages? |
HtmlRenderer's current version is not cross-platform yet. I don't have experiences on building this on linux. |
Thats too bad. I was planning on having to do the low level drawing stuff
myself (hoping you have a clean interface for that) but that the rest
would build the way the previous version's core would.
I guess Im back on that until some future date
…On Wed, Mar 25, 2020 at 1:57 AM win ***@***.***> wrote:
HtmlRenderer's current version is not cross-platform yet.
I don't have experiences on building this on linux.
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Note that if there is still a clear core separation in the source code you
could point me at, I could get the build working on my own.
…On Wed, Mar 25, 2020 at 6:08 PM Jeffrey Kesselman ***@***.***> wrote:
Thats too bad. I was planning on having to do the low level drawing stuff
myself (hoping you have a clean interface for that) but that the rest
would build the way the previous version's core would.
I guess Im back on that until some future date
On Wed, Mar 25, 2020 at 1:57 AM win ***@***.***> wrote:
> HtmlRenderer's current version is not cross-platform yet.
>
> I don't have experiences on building this on linux.
>
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Isn't there a netstandard project? They are cross platform. https://github.com/LayoutFarm/HtmlRenderer/blob/master/Source/x_autogen_netstandard2.0/HtmlRenderer.One/HtmlRenderer.One.csproj |
It wasn't clear to me that that is buildable with dotnet cli. I can try
that and see what it does.
…On Wed, Mar 25, 2020 at 11:15 PM Hadrian Tang ***@***.***> wrote:
Isn't there a netstandard project? They are cross platform.
https://github.com/LayoutFarm/HtmlRenderer/blob/master/Source/x_autogen_netstandard2.0/HtmlRenderer.One/HtmlRenderer.One.csproj
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I have a plan to separate the Html layout part and Html rendering part. Html elements go to layout module and then go to another rendering module. but to layout correctly, the layout engine need to know the size of text. and the size of text depends on rendering module (to measure string)
I want to know your plan about low level drawing drawing part. (I'm interesting in Unity rendering engine |
Sure, but you can make a function that returns the size of the text part of
the API to the rendering layer. Then the rendering layer can be completely
swapped out as long as it provides the same functionality.
…On Thu, Mar 26, 2020 at 12:20 AM win ***@***.***> wrote:
@profK <https://github.com/profK>
I have a plan to separate the Html layout part and Html rendering part.
Html elements go to layout module and then go to another rendering module.
but to layout correctly, the layout engine need to know the size of text.
and the size of text depends on rendering module (to measure string)
------------------------------
I was planning on having to do the low level drawing stuff myself
I want to know your plan about *low level drawing* drawing part.
esp. text rendering part.
(I'm interesting in Unity rendering engine
but I don't have any experience about it)
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On Unity. Ive already done one simple GUI system on Unity. HTML5 is going
to require a bit bigger rendering API but Ive been hunting around for a GPU
based 2D lib that wil render to a texture. (I might have to write it
myself but thats a moderate sized project so Im trying to avoid it)
If I can render the HTML at runtime to a texture, then I can just implement
your ender API ontop of it, and use the texture on a Unity UI Canvas on the
other side.
…On Thu, Mar 26, 2020 at 12:20 AM win ***@***.***> wrote:
@profK <https://github.com/profK>
I have a plan to separate the Html layout part and Html rendering part.
Html elements go to layout module and then go to another rendering module.
but to layout correctly, the layout engine need to know the size of text.
and the size of text depends on rendering module (to measure string)
------------------------------
I was planning on having to do the low level drawing stuff myself
I want to know your plan about *low level drawing* drawing part.
esp. text rendering part.
(I'm interesting in Unity rendering engine
but I don't have any experience about it)
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you will use texture-based text-rendering right ? |
If you use texture-based text-rendering, |
I ask it because I already has some texture-based text rendering ( see PaintLab/PixelFarm#55 and https://github.com/LayoutFarm/Typography) that is designed to be text-rendering back-end of this project. if your technique is similar, so I can figure out how to interface text-measuring |
I had actually hoped that your typography library would use the same
low-level draw functions. if it doesn't then I'll have to scare
something up. If nothing else there is an old bitmap format that we used
in games the 80s that has a converter for trutype. i always forget the
name but i can hunt it up again
…On Thu, Mar 26, 2020 at 12:47 AM win ***@***.***> wrote:
If you use texture-based text-rendering,
what is your technique to generate glyph-atlas
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Angelcode.
https://www.angelcode.com/products/bmfont/
…On Thu, Mar 26, 2020 at 2:28 AM Jeffrey Kesselman ***@***.***> wrote:
I had actually hoped that your typography library would use the same
low-level draw functions. if it doesn't then I'll have to scare
something up. If nothing else there is an old bitmap format that we used
in games the 80s that has a converter for trutype. i always forget the
name but i can hunt it up again
On Thu, Mar 26, 2020 at 12:47 AM win ***@***.***> wrote:
> If you use texture-based text-rendering,
> what is your technique to generate glyph-atlas
>
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Thank you :) |
Just found this looks promising...
https://github.com/ryancheung/FreeTypeSharp
…On Thu, Mar 26, 2020, 2:30 AM win ***@***.***> wrote:
Thank you :)
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Yoir build instructions are pretty minimal. Using Htmlrenderer.build and your check out git instructions, all three parts (renderer/pixel farm/ typography) all have reference errors.
Im using Rider on Ubuntu 19 if that's any help.
Complete build instructions would be really nice. I really want to port HtmlRender to Unity3D canvas but just building period is the first step...
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