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sami ourrak
sami ourrak

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PiGEF: A GPU-accelerated open-source Graphics Extension

This library and rendering engine are efficient, faster, and don't need overkill hardware.
So here is how it works:
We use a grade system from black (darker) to white (lighter) is identified and rendered by number 0 = black to 255 = white. If it is lighter, we do the white (125-255), and if not lighter but darker, we do the dark (000-124). Why? Because if we do a traditional strategy, it will lose performance and slow down it but if we do something like 20s, whichh will use like 128mb of VRAM place of GB, then we combine the grade with the color set grade.
A color set it's who takes care of color, and with two categories,r, the cool one,r blue and purple, and the warm one, red and yellow. For blinding, it should be at the exact pixel and make a different platform to optimize the first one red, then the yellow... When the is stick between them, the grade makes the emissions red be more white or pinker.
Then the final part material setits's care about quality and rendering and is heavy, for that, we use a reference for M001 is steel. If it is in the view of the player is called, then execute, but how is work when it is called we use data more. Grey is hard...
Advice: Please don't delete a folder in the library if you delete a color set; say goodbye to the color stuck in black and white.
For the next post, it is performance, more details, how work material, reference, and free.

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