https://github.com/tyoma/agge
Anti-Grain Evolution. 2D graphics engine for Speed and Quality in C++.
https://github.com/tyoma/agge
2d-graphics android-library cpp cross-platform-2d cross-platform-graphics graphics
Last synced: 3 months ago
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Anti-Grain Evolution. 2D graphics engine for Speed and Quality in C++.
- Host: GitHub
- URL: https://github.com/tyoma/agge
- Owner: tyoma
- License: mit
- Created: 2014-12-08T07:57:24.000Z (over 11 years ago)
- Default Branch: master
- Last Pushed: 2024-02-23T03:13:55.000Z (about 2 years ago)
- Last Synced: 2024-02-23T04:54:52.059Z (about 2 years ago)
- Topics: 2d-graphics, android-library, cpp, cross-platform-2d, cross-platform-graphics, graphics
- Language: C++
- Homepage:
- Size: 31.5 MB
- Stars: 111
- Watchers: 16
- Forks: 16
- Open Issues: 4
-
Metadata Files:
- Readme: README.md
- License: LICENSE
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README
Anti-Grain Evolution [](https://github.com/tyoma/agge/actions/workflows/cmake.yml)
====
This project is based on ideas found in Maxim (mcseem) Shemanarev's Anti-Grain Geometry library, but oriented towards maximizing performance and stability. This engine sits on top of vector rasterizer and renderer rewritten from scratch in test-first style.
Here is how a simple drawing code looks like in agge:
```c++
using namespace agge;
...
bitmap surface(150, 100);
rasterizer ras;
renderer ren;
add_path(ras, circle(10.0f /*x*/, 20.0f /*y*/, 5.0f /*radius*/).iterate());
ras.sort();
ren(surface, 0 /*no windowing*/, ras /*mask*/, solid_color_blender(0, 128, 255), winding());
// ... and, if on Windows:
surface.blit(hdc, 0, 0, 150, 100);
```
Note: to build for Android vs-android is required. This is planned to change.