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More lume-line instance attributes #272
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Hey Kyle! GPU shaders are tricky. Lines are based on points (geometry). SVG is based on math curves and not. We won't be able to support all SVG features. To get an idea of how the near-term HTML line abilities will be, see here: https://docs.lume.io/three-meshline/ That's a more complicated JavaScript interface for Three.js directly, and we'll be using that to improve the HTML line element. So the near-term updates that we can realistically do will be:
The rest will require some tricky math and shader work, and would be longer term if possible. For you mapping use case, we'd need to stick to these initial near-term limits. |
I forgot to mention, these lines in the GPU are made using sets of triangles. They are meshes. That's why they are difficult to make compared to SVG. They are meshes with triangles that, on screen, give the resemblance of a line. |
Thank you for these resources, Joe! I'll dive deeper in to the docs from the links provided and work within these constraints. Your amendments to my feature request make sense given your framework. I'm excited! |
Add styling to the
lume-line
attributes similar to many design editors such as:Example (Adobe Illustrator):
The ability to curve lines like a bezier. Perhaps something similar to what
lume-shape
already has.The text was updated successfully, but these errors were encountered: