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jjs

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Sprite Lamp 13 years ago

When shading, the artist will just have to be very conscious of the angle of incidence from the light source.

The artist should be doing this already!

As it happens, I'm working on something like this right now...

My current best solution is to use mouse/pen movement as cspline sample points, even when not drawing. The motion as you swing into a curve, even before the pen touches down, often predicts the trajectory of the pen stroke. (This also lets you "swing in" a circle without getting ugly linear segments).

This may be of limited utility on a touch-based device, however.

In a perfect world having a list where 25% of the names are potential trouble-makers [...]

... would be pointless, as a perfect world would have no concept of "trouble".

Should it be improved this way?

A hard real-time system can fail by running a piece of code too soon as well as too late.

OTOH, a soft real-time program like a video game or voice chat could profit from this.

> FWIW, I totally agree that just a "No." is bad, entirely understand what it resulted in. However, going after a developer in a bugreport is not tolerable behaviour as well.

So why did you go after him?

(I realize that by "a developer" you meant yourself, not Felipe. I still consider this a fair question.)

> Bottom line: These people, [whether] they are arrogant, impolite or unsympathetic to users does not refute the fact that they are giving their time to the project.

> GNOME has been under fire since the famous GNOME 3 release and I would understand the remaining developers to be a little touchy on the matter. At some point, you either stop - or you decide: Fuck this - I will just ignore user-input, because it sucks.

To put it bluntly: if they've given up on making what users want, what's so special about their giving their time to the project?

Why should anyone care, other than for fear that the developers will continue to make things even worse?

Not quite.

http://www.historyofinformation.com/expanded.php?id=3454

When the humanist hand was invented, the prevailing hand for illuminated manuscripts was blackletter. While either is aesthetically pleasing, the humanist hand caught on because it was readable and vastly more ergonomic to write.

Practice some dip pen calligraphy and you'll quickly notice that a humanist hand feels natural, and takes much less effort than blackletter to form beautiful characters.

Blackletter (as an everyday hand) persisted in church manuscripts (and in Germany, perhaps due to a cultural love of precise craftsmanship), but it's not surprising that many monks also adopted humanist: if your job is copying written works by hand, it makes sense to keep your eyes and hands under as little strain as possible.

P.S. What's a "typeface"? ;)

Modern OpenGL exploits immutable data for parallelism all over the place. It also lets (and expects!) you to upload model data (vertices, colors, texture-coords, etc) to the GPU, so you only need to re-upload things that have changed.

You can even stream textures asynchronously using PBOs (pixel buffer objects), and use dual PBOs like double buffers (or using copy-on-write techniques to only re-upload dirty rectangles...)