nanovg | Antialiased 2D vector drawing library on top of OpenGL | Graphics library

 by   memononen C Version: Current License: Zlib

kandi X-RAY | nanovg Summary

kandi X-RAY | nanovg Summary

nanovg is a C library typically used in User Interface, Graphics, WebGL applications. nanovg has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations.
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              nanovg has a medium active ecosystem.
              It has 4739 star(s) with 739 fork(s). There are 234 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 262 open issues and 183 have been closed. On average issues are closed in 490 days. There are 55 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of nanovg is current.

            kandi-Quality Quality

              nanovg has 0 bugs and 0 code smells.

            kandi-Security Security

              nanovg has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              nanovg code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              nanovg is licensed under the Zlib License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              nanovg releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            nanovg Key Features

            No Key Features are available at this moment for nanovg.

            nanovg Examples and Code Snippets

            No Code Snippets are available at this moment for nanovg.

            Community Discussions

            QUESTION

            LWJGL - Failed to locate library: liblwjgl.dylib in IntelliJ IDEA
            Asked 2022-Mar-14 at 20:57

            I'm trying to run the example code from https://www.lwjgl.org/guide on macOS Big Sur 11.6 (Apple M1 chip). I imported all of the necessary libraries and wrote -XstartOnFirstThread in VM options and got this error:

            ...

            ANSWER

            Answered 2022-Mar-14 at 20:57

            You selected the wrong natives in the LWJGL customizer for your CPU architecture. You selected macOS x64, however M1 is not x86 but arm. The current* LWJGL release 3.2.3 does not support macOS arm. You have to use the 3.3.0 Early Access version on the LWJGL customizer and then select the macOS arm64 native.

            EDIT:

            * LWJGL 3.3.0 is already released and hence one does not necessarily need to choose "Early Access" version anymore. Both x64 and arm natives can now be selected in a stable release version of LWJGL.

            Source https://stackoverflow.com/questions/69457707

            QUESTION

            Compilation fails with #include "..." but not with #include <...>
            Asked 2021-Aug-01 at 13:50

            I'm currently toying around with the C library NanoVG library. The library depends on OpenGL fucntions and has 2 header files nanovg.h and nanovg_gl.h. The latter file contains part of the implementation. For convenience, I have placed these two header files in /usr/include/nanovg.

            When I try to compile the following code to an object file, gcc does not complain:

            ...

            ANSWER

            Answered 2021-Aug-01 at 11:47

            QUESTION

            Lwjgl window not opening
            Asked 2021-May-02 at 19:07

            So I trying out lwjgl but I'm having a problem, when I try to create a window I get an error I just can't figure out why.

            I have tried to lower my java version from java 16 to 14 but that didn't work.

            Main Class:

            ...

            ANSWER

            Answered 2021-May-02 at 19:07

            Ok so the problem was very simple I never changed the windows value

            before the long window was set to nothing

            but I figured out that I had to set it equal to glfwCreateWindow:

            before:

            Source https://stackoverflow.com/questions/67360014

            QUESTION

            Problem with some LWJGL classes on import (Eclipse)
            Asked 2021-Mar-27 at 09:20

            I downloaded the release build without modifying (https://www.lwjgl.org/customize) I put all the classes in Eclipse. Some classes are not recognized

            The codes that do not need these classes in error, work normally. As in https://www.lwjgl.org/guide

            All the classes I put:

            ...

            ANSWER

            Answered 2021-Mar-27 at 09:20

            You are trying to compile LWJGL 2 code here. All the imports that it cannot find pertain to the verison 2 of LWJGL. The current version that you can get from the mentioned lwjgl site is 3 and version 3 is incompatible with version 2.

            Either explicitly download LWJGL 2 from e.g. http://legacy.lwjgl.org/ or rewrite your code to work with LWJGL 3.

            If you go the LWJGL 2 route, though, please note that it hasn't been actively maintained anymore for more than 6 years now.

            Source https://stackoverflow.com/questions/66827323

            QUESTION

            Scene rendering issues in three.js + imgui-js project
            Asked 2021-Feb-14 at 13:43

            I have a project that is using Three.js and imgui-js. I’m trying to update to the latest version of each but I'm running into issues (they were last updated around February of 2020).

            To initialize the two libraries I am calling:

            ...

            ANSWER

            Answered 2021-Feb-12 at 19:22

            The issue is imgui-js is trashing the attribute state.

            You might want to consider running imgui-js in another canvas overlayed on top of the three.js canvas, each with their own WebGL context. Then they don't have to worry about each other.

            A quick hack is this

            Source https://stackoverflow.com/questions/66167513

            QUESTION

            stellarium web js compilation failing
            Asked 2021-Jan-09 at 08:47

            I have been trying to get stellarium-web running (https://github.com/Stellarium/stellarium-web-engine).

            With a clean Ubuntu 18.04 install, after installing scons and emscripten the "make js" command still fails, with some (at least for me) unreadable error as seen below:

            ...

            ANSWER

            Answered 2021-Jan-09 at 08:47

            I think I found the solution: Downgrading emsdk from 2.x to 1.40.1 seems to have solved this. Thanks :-)

            Source https://stackoverflow.com/questions/65635815

            QUESTION

            Why doesnt the text Render with nvgText() in my implementation but works fine in the Example?
            Asked 2020-Mar-31 at 13:15

            The Example followed from the NanoVG Examples.

            ...

            ANSWER

            Answered 2020-Mar-31 at 13:15

            2 Problems: 1. Had to initialise the font from the disk before i could use it in a rendering context.

            Source https://stackoverflow.com/questions/60951010

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install nanovg

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            gh repo clone memononen/nanovg

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            git@github.com:memononen/nanovg.git

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