Re:Krita 4.0 – A painting app for cartoonists, illustrators,...
by drb91 on Thursday March 22, 2018 @11:23AM
(#16649393)
I’m not sure what problem you see OpenGL solving.
Re:Krita 4.0 – A painting app for cartoonists, illustrators,...
by nnq on Thursday March 22, 2018 @11:38AM
(#16649530)
https://www.quora.com/What-is-the-GUI-library-used-in-creati... check out this explanation of how Blender's UI is implemented - same approach would make sense (maybe even reuse same "toolkit") here because you'd have "drawing code" in you app anyway, so why not use it to draw parts of the UI too, and you'd also want graphics card acceleration for some operations too
Re:Krita 4.0 – A painting app for cartoonists, illustrators,...
by s73v3r_ on Thursday March 22, 2018 @03:33PM
(#16651924)
I feel neither of those statements is accurate. While Linux users may have had to put up with non-native stuff, that doesn't mean they like it. And using OpenGL to draw your UI has just made your task several orders of magnitude harder.
One could just use OpenGL like Blender does to great success, maybe add something like Kivy on top. "Native feel" is not really the most desirable feature for a graphics app, especially since both (1) Linux users are used to non-native looking stuff (even Qt in GTK or the other way around is always at least a bit off) and (2) most native-looking apps, especially the GTK ones, have horrible UI/X, hence users don't tend associate "native looks" with "uuh, this is gonna be a smooth experience" (like Windows users are used to).
(Also, anything that move people even the slightest bit away from Gnome and GTK is a win my book ;) They may feel like the standard now because of Ubuntu, but imho the people working these technologies are totally tone-deaf to what constitutes good UX/I and they are moving further and further in the totally wrong direction... Thank god we have KDE/Qt, and Xfce if you need some "retro but sane" experience in the Gtk camp.)