Comments (2)
I'm afraid not. It should be similar enough to Flash's native graphics API so that you can pretty much copy and paste the code you would write for that over to this api.
For the more 'advanced' features (such as more complex primitive types), the examples should cover everything you can do with them.
I'm not planning on writing any docs anytime soon - but if you're getting stuck on a particular area, I'm more than happy to help you in any way I can.
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Thanks for your quick reply Jonathan! That's fine then. Just wanted to make sure that I didn't miss the obvious. :)
I'm pretty new to the whole drawing thing (never really needed it in the past), but now the requirement to make a chart for a mobile Starling application came up, and your API seems like the right thing to accomplish this task.
Actually, I did a little testing with the examples for the past hours, and already feeling quite a bit more comfortable with the API. The first, very basic, line chart is already in the making.
Also, thanks for your offer. Hopefully I won't have to bother you with my noobish questions. ;)
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Related Issues (20)
- graphicsEx.graphics.postProcess() works strange HOT 2
- when draw line and change thickness stroke incorrect HOT 1
- Why it doesn't use ddx/ddy oppcodes for curve drawing? HOT 1
- Stage resize - null material HOT 2
- TypeError: Error #1034 HOT 3
- Width returns 0 HOT 4
- Shapes cannot be touched HOT 1
- Texture no repeat in TextureVertexColorFragmentShader HOT 8
- Texture restoration after context loss HOT 3
- Duplicate variable definition of function paramters HOT 5
- extra comma in TextureMaterial class HOT 1
- graphics.moveTo doesn't work in this situation HOT 3
- Starling 2 HOT 46
- Add and update dependency version HOT 1
- Context loss SEG not recovering - No valid program set. HOT 5
- starling.core.RenderSupport problem with Starling 2 HOT 4
- Readme needs more detail
- Error #3600: No valid program set. HOT 3
- Stroke Problem
- Is TextureFill supported with starling 2
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