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Maybe you need to add an "(in Rust)" to all these sentences? Sure there are C++ frameworks, but they probably wanted a pure Rust UI framework? My 2 cents: it's
by rob74 4y ago
Maybe you need to add an "(in Rust)" to all these sentences? Sure there are C++ frameworks, but they probably wanted a pure Rust UI framework?
My 2 cents: it's nice to have smooth rendering in your editor, but I'm currently mostly using a Java-based IDE (IDEA family), and it's responsive enough for my taste. If I were to use the current prototype of their editor, I'm afraid the usage of fixed-width fonts all over the place (which I assume can be fixed, but may also be due to constraints of the UI framework?) would probably bother me more than the 120 FPS UI would impress me (assuming that I had a monitor that was fast enough, which I don't). On the plus side, it sounds like they support sub-pixel rendering - if that's the case, kudos to them!
- DeathArrow 4y agoNot true, even if you add Rust. egui was released earlier: https://github.com/emilk/egui https://github.com/emilk/egui And egui isn't tied to Apple proprietary frameworks.
- littlestymaar 4y agoAfaik egui isn't doing any kind of the fancy GPU based 2D graphics this blog post is about though.
- pama 4y agoIt uses glow, GL on whatever, so OpenGL when it exists.
- littlestymaar 4y agoThat doesn't mean it's doing any kind of GPU acceleration of 2D graphics. Given that they don't talk about it in the README, I'm pretty sure they don't.
- decremental 4y agoI use egui. The library itself is agnostic but relies on backend libraries for rendering, all of which (or at least the official ones) render on the GPU.
- pzo 4y agohave a look at what egui creator (and his team) been doing with rerun [0] Egui seems well suited to render even tens of thousands pointcloud with wgpu backend. [0] https://www.rerun.io/ https://www.rerun.io/
- wumpf 4y agoRerun dev here :). Yes, we're using egui with its wgpu backend! As someone else pointed out it is backend agnostic - it essentially generates triangles & textures in GPU friendly way and passes those down to a backend implementation. All the visualizations like the 3D scenes with point clouds etc. are rendered with our open-source in-house renderer ("re_renderer") which itself is then passing wgpu surfaces/commands to the egui wgpu backend that composites everything together then.
- as-cii 4y agoHey rob74! Antonio here, author of the post. Zed is not constrained to use fixed-width fonts and supports all kinds of fonts, monospaced and variable-spaced alike (ligatures and contextual alternates included). Even though we use a glyph atlas, we rely on CoreText for shaping and rasterization (rendering sub pixel variants as well). In practice, this means that text is indistinguishable from a piece of text rendered by the operating system.
- gostsamo 4y agoDoes your framework have any accessibility features? I'm a screen reader user and having responsive UI is wonderful as far as it is accessible at all.