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Planning: Rendering backend #62

@memononen

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@memononen

Since adding the text decorations, the rendering has gotten a bit more complicated. There's few more cases in the issues (e.g. inline objects), which will likely complicate things a bit further.

I'm thinking of adding a rendering backend that will simplify some of the rendering nuances. This would also fix the following issues: #14 #54 .

As part of the change I'm also thinking of renaming the existing "renderer" to "rasterizer":

  • skb_renderer_t -> skb_rasterizer_t
  • skb_render_cache_t -> skb_raster_cache_t
    And the backend would ne called renderer.

I dont know the full details yet, but the scope is more or less to lift out some parts of the debug_draw, the rendering loops from the examples, and add culling (maybe clipping too).

The backend will be optional, the current API will still be working.

If there are particular things that I should keep in mind, please let me know. I'm especially interested how to handle mixed rendering case, where you have 2d/3d rendering engine/system and want to integrate skribidi to it.

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