
In addition to that, selecting waveforms with a mouse, as well as other issues lead to flickering of the section selected. If the zoom out makes things as small as a pixel, and the space to work in makes it impossible to find what you did, both may be a problem, and some realistic constraints would make a world of good. There is such a thing as giving users to much to work with. While I understand the need for giving plenty of space to the users to work and create, and where zoom in and out features can help. Likewise the zoom out feature can lead to similar issues. If you accidentally slip up you can take your module to who knows where, and never find your way back. While zooming in and out is nice, having a palette to add things as large as it is with Audulus runs into some issues.

There is something I would like to call the infinite black hole of space with the program on windows. For such a straightforward product it does have some pain points. This largely has to do with what should be it’s strong suit, it’s usability. Watch the short video I posted above, and just take it from there. This is not to say it sounds bad, but rather there are better sounding products out there. While it lacks the sophistication and sound of Max for Cats, or Reaktor, it makes up for being quickly understandable. See the demo app for an example of using vger in a iOS/macOS SwiftUI app.Comparatively it is not the best sounding vst out there, but it’s flexibility even with it’s simplicity is pretty impressive. vgerEncode must be called from either ObjC or Swift since it takes a MTLCommandBuffer. Vger has a C interface and can be used from C, C++, ObjC, or Swift. You can get a good sense of the usage by looking at these tests. Check the use branch option and enter main. To add vger to your Xcode project, select File -> Swift Packages -> Add Package Depedancy. ✅ Text (Audulus only uses one font, but could add support for more if anyone is interested).✅ Line segments (need square ends for Audulus).This avoids the pre-computation of Loop-Blinn, and the AA issues of Kokojima. Then vger tests the point against the area between the bezier segment and the line, flipping inside/outside again if inside. To determine if a point is inside or outside, vger tests against the lines formed between the endpoints of each bezier curve, flipping inside/outside for each intersection with a +x ray from the point. To avoid having to solve quadratic equations (which has numerical issues), the fragment function uses a sort-of reverse Loop-Blinn. The bezier path fill case is somewhat original. For path fills, vger splits paths into horizontal slabs (see vgerPathScanner) to reduce the number of tests in the fragment function. Vger draws a quad for each primitive and computes the actual primitive shape in the fragment function. If Audulus goes cross-platform again, I will port vger to vulkan or wgpu.

Vger isn't cross-platform (just iOS and macOS), but the API is simple enough that it could be ported fairly easily. vger renders analytically without tessellation, leaning heavily on the fragment shader.

Audulus review full#
nanovg is certainly more full featured, but for Audulus, vger maintains 120fps while nanovg falls to 30fps on my 120Hz iPad because of CPU-side path tessellation, and other overhead. I was previously using nanovg for Audulus, which was consuming too much CPU for the immediate-mode UI. Here's it rendering that svg tiger (the cubic curves are converted to quadratic by a lousy method, and I've omitted the strokes): Here's an early screenshot from vger in use for Audulus: vger renders primitives as instanced quads, with most of the calculations done in the fragment shader. Rust port is here.Įach primitive can be filled with a solid color, gradient, or texture. Vger is a vector graphics renderer which renders a limited set of primitives, but does so almost entirely on the GPU.
