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Now, if we had support for cascading canvases, then we could implement the Nasal base class such that it shares a single canvas base texture, and merely applies a different context of "settings" for each instrument. This would mean that even rendering 100x the same instrument with different data/settings, we would just have a single "shared" canvas texture. | Now, if we had support for cascading canvases, then we could implement the Nasal base class such that it shares a single canvas base texture, and merely applies a different context of "settings" for each instrument. This would mean that even rendering 100x the same instrument with different data/settings, we would just have a single "shared" canvas texture. | ||
=== Element/Group Defaults === | |||
Looking at omega95's ATR72 code, it might make sense to extend the API such that it'll be possible to set up some defaults for all children, so that colors/fonts/size etc. can be set up once for a group, and so that they don't need to be specified manually each time, i.e. defaults are applied automatically if not specified otherwise | |||
: This is definitely something we'll need, also for supporting styling. I have currently something like (or a subset) of CSS in mind. We only need to take care that it stays performant even with a large number of elements, so this should be best implemented in C++. | |||
=== Smart Labels for OSGText elements === | === Smart Labels for OSGText elements === | ||