@archenoth my two beloved programs are SAI and medibang paint, I know everything about those two, so those two are my big inspiration
software programmer: C/C++ & Haxe
i'm creating a free powerful painting software from scratch
@archenoth my two beloved programs are SAI and medibang paint, I know everything about those two, so those two are my big inspiration
@archenoth i have huge plans for those lineart layers and vector layers but first I need achieve my gui toolkit be very capable for that in a fast and lightweight manner
@archenoth my gripe with procreate is the layer count limit 😩, it seems to be procreate layers are fully allocated images rather than an adaptive image tile grid
@RobDangerous i noticed about that when i had create a dummy OpenGL 1.4 context to get the true context creation procs to initialize the real OpenGL from graphics driver.
but i didn't expected windows 11 started breaking it a bit...
btw, i'm looking forward for your Kongruent shader lang, it will be very nice having a very lightweight shader cross compiler
@niraeth that gpu is a lot beyond than opengl 3.3 😅 (which was released in 2010).
thanks for your interest to fix this but i'm rewriting the gui toolkit renderer, i think i may ask you to try some tests as soon as i make it working in windows again 👀
@niraeth if no error showed that may means there were an opengl initialize error (might be opengl 3.3 not supported in your hardware?), for some reason the error message dialog won't show.
thank you for show me possibly another problem in windows 11 🙂
my computer is too old as well (Intel i5 6400 without dedicated GPU) so i will notice more lag problems not only in my program because HD Graphics drivers of my cpu are discontinued since 2022
i don't want install Windows 11, i don't want fix NPainter extreme lag in Windows 11 but i need do that 😔.
my program works very fine in Windows 10 (and surprisingly it even works in Windows 7), it seems to be Windows 11 has problems with the good old OpenGL 3.3, may someone confirm if is that true?
@RobDangerous about window decorations only gnome is refusing to implement server side decorations. At least in my case I will provide the client side decoration directly through my gui toolkit for my gui tookit instead doing it in a generic way for any application.
Wayland protocols are still very blending edge, don't expect making it work in debian stable for example
i already implemented a proof of concept of bucket fill gap closing feature for a long time ago.
the thing is very fast enough even on huge images but i got a better way how to improve a lot the gap detection and even make it more faster ⚡
@RobDangerous Wayland doesn't feel painful for me (yet) because i don't need the following "polemic" features for now:
- multi windows
- window positioning
- bidirectional drag and drop ( i only need d&d from another app to my app )
- presentation time & fifo-queue
- high-end input method
X11 felt quite problematic because i tried introduced rgba transparent OpenGL surfaces through EGL instead GLX, i'm using EGL to do an unified and most modern way to initialize OpenGL both in Wayland and X11
Handle both X11 and Wayland is quite annoying, it feels like trying mix oil and water. 😫 (X11 is more problematic)
code for that hello world
i had to create my own gpu api abstraction library for my needs in my gui tookit and npainter:
- focused in compatibility supporting at least opengl 3.3
- quite easy and small api design without implicit global state mess, verbosity or very hard niche features
- wrappers for Haxe (through my gui toolkit)
if this become chaotic for me my fail-safe is just only do opengl backend for now, i want wrap something good to Haxe instead raw opengl api 😅
@irakonul i'm glad to heard that! 😌 .
the goal of NPainter is introduce people to digital painting through less stepping curves, simple but powerful tools, no expensive subscriptions or annoying ads and if possible lightweight and responsive for poor people devices.
of course NPainter will not be the painting program to rule them all but at least it should make people enjoy do real art like it did with you.
@vox @soweliniko now that i'm rewritting the program to C/C++ and Haxe there is a possibility to optionally integrate AccessKit to the gui toolkit
@irakonul i'm quite amazed that you not only did one drawing (the one your gf posted in the comments) but you also made other two drawings still using the minimun-viable-product of npainter 🥺 .
thank you for still trying it 🙏