VrmacGraphics 1.1.0
See the version list below for details.
dotnet add package VrmacGraphics --version 1.1.0
NuGet\Install-Package VrmacGraphics -Version 1.1.0
<PackageReference Include="VrmacGraphics" Version="1.1.0" />
paket add VrmacGraphics --version 1.1.0
#r "nuget: VrmacGraphics, 1.1.0"
// Install VrmacGraphics as a Cake Addin #addin nuget:?package=VrmacGraphics&version=1.1.0 // Install VrmacGraphics as a Cake Tool #tool nuget:?package=VrmacGraphics&version=1.1.0
Vrmac graphics engine
Product | Versions Compatible and additional computed target framework versions. |
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.NET | net5.0 was computed. net5.0-windows was computed. net6.0 was computed. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. |
.NET Core | netcoreapp2.1 is compatible. netcoreapp2.2 was computed. netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
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.NETCoreApp 2.1
- ComLightInterop (>= 1.3.7)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories (1)
Showing the top 1 popular GitHub repositories that depend on VrmacGraphics:
Repository | Stars |
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Const-me/Vrmac
Vrmac Graphics, a cross-platform graphics library for .NET. Supports 3D, 2D, and accelerated video playback. Works on Windows 10 and Raspberry Pi4.
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1. Removed the majority of MonoGame code, replaced with equivalents from .NET runtime.
Also removed custom 2D matrix structure, again replaced with Matrix3x2 from .NET. Size of VrmacInterop.dll reduced by half as the result.
2. Improved filled meshes. Remeshing them with Delaunay-like algorithm.
Not precisely Delaunay as I don’t think I can afford the real Delaunay performance-wise, but I use the same formula to test these quads. The algorithm is original research.
Besides remeshing, the transparent portion of meshes now has about twice as few triangles and vertices, helps with rendering performance.
VAA quality of filled meshes improved as well.
3. Optimized away redundant work when user wants both fill and stroke of the same geometry. This also fixes a subtle rendering bug affecting certain paths with very sharp corners.