72 karma · joined February 25, 2013
Most of the apple hardware supports ARB_blend_func_extended or even EXT_framebuffer_fetch, which lets you to implement subpixel blending with ease. Otherwise you just have to fall back to traditional alpha blending and render each glyph in three passes for each color channel, which is not that hard either.
There is a tiling window manager INSIDE blender used to control its window frames. It works pretty much like any other tiling manager. You immediately grasp the idea if you've ever used one.
Like vim or emacs?
>window panes are very much a standardized UI part which has a completely non-standard interaction design in Blender. For no reason.
It's called "tiled window management". Lots of people find it more comfortable to use than the classic overlapping windows.
Looks like you can check it now. The keys went public:
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'a'
No. The right answer is 'A'. We will stop here because it's obvious that you don't have the necessary skills.
That is not a "certain amount of overhead" but the inherent incompatility with the modern hardware. With Java writing cache-friendly code is extremely difficult: boxing and indirections are encouraged while primitive types are cumbersome and value types are possible only through the direct byte manipulation. Memory overhead is enourmous. A simple collection like a hashmap of short strings can have up to a 75% overhead.
It actually did: https://en.wikipedia.org/wiki/Minitel
You can try http://libcinder.org , http://www.openframeworks.cc or http://www.sfml-dev.org