OSGL - EditableImage graphics library

Hello!

Could you elaborate on what you mean any further? I’m not quite sure I understand (sorry!).

If EditableImages use the GPU, it would be faster but we’ll probably never get to Vulkan performance. You can make semi-realtime pathtracers (30 - 60FPS with realtime reflections and stuff, an example of this coming soon :eyes:)

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Ok i guess

So, normally in this api, you have to do

OSGL.SomeApi()
OSGL.SomeApi1()
...

The like performance issue with this is function call overhead, slightly losing performance. So, with shaders, you can convert multiple calls into a single function call, increasing performance.
instead of the above, you can

shader_src = '
OSGL:Config1 = VALUE1
OSGL:Config2 = VALUE2

func main()
{
    var input = vec2(0, 10)

    SomeApi(input)
    SomeApi1()
   ...
}
'

local OSGL                                       = require(path.to.module)
local shader: OSGLshaderObject = OSGL:CompileShader(shader_src: string): OSGLshaderObject
OSGL:ParseShader(shader: OSGLshaderObject)
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Sadly in Luau there’s no way to really remove the API calls overhead. This would be extremely inefficient as either way, it’s really just still calling a function. Basically, it’s impossible.

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Major Update, V1.5

It’s finally come!

  • Fonts
  • Performance improvements
  • Opacity modes
  • New github page

The Roblox model has been moved here! The original one will no longer be updated.
The new github can also be found, here.

Happy programming!

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